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L65[01:54:13] <FusionLord> what does the
screenshots array in mcmod.info actuaully do?
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L67[01:57:11] <sham1> I wouldn't call it
just cosmetic
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L69[01:58:41] <FusionLord> ?
L70[01:59:04] <sham1> Categories
L71[01:59:04] <sham1> : cosmetic
L72[01:59:10] <sham1> Umn, okay then
L73[01:59:18] <sham1> It went to multiple
lines somehow
L74[01:59:34] <FusionLord> oh... where
would you place it?
L75[01:59:46] <sham1> It can be placed to
multiple ones
L76[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160224 mappings to Forge Maven.
L77[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160224-1.8.9.zip
(mappings = "snapshot_20160224" in build.gradle).
L78[02:00:16] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L79[02:00:25] <FusionLord> i know that but
what would you place it as for the main category?
L80[02:00:47] <sham1> misc
L81[02:01:07] <sham1> There really are no
good categories there
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L83[02:01:38] <sham1> You probably also
want to make a small thread for it in the MCF for some more
ublicity
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L91[02:12:44] <sham1> "404
meters"
L92[02:12:49] <sham1> I see what you did
there
L93[02:13:11] <FusionLord> yup :P that
didn't notice till after I took the screenshot
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L95[02:14:24] <FusionLord> suits it as it
is still "beta"
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L99[02:22:51] <FusionLord> cannot get
coloring working on the arrow, it seems to be stuck on
white...
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L104[02:35:41] <FusionLord> so it is
official renderModelBrightnessColor() the color params do nothing,
and calling GlStatmanager.color does nothing in this instance
:/
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L107[02:48:54] <FusionLord>
ShadeKiller666's fault I cannot color the arrow -.- when an obj is
loaded the tint property is always set to -1
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L145[05:04:07] <Andrey96> Failed to
connect to server: there are 6 missing blocks and items
L146[05:04:07] <Andrey96> Missing list:
[Forestry:waxCapsuleOil, Forestry:waxCapsuleFuel, Forestry:canFuel,
Forestry:refractoryOil, Forestry:refractoryFuel,
Forestry:canOil]
L148[05:04:07] <Andrey96> Server and
client configs and mods are same.
L149[05:04:42] <sham1> Are the forestry
versions the same between clients and the server
L150[05:06:30] <sham1> Time to see what
the FTB Unstable 1.8 has in store for its players
L151[05:08:34] <ghz|afk> constant changes
and sadnesswhen those changes break worlds
L152[05:08:35] <ghz|afk> ;P
L153[05:08:47] <sham1> Other than
that...
L154[05:09:54] <ghz|afk> Andrey96: I
concur with sham1
L155[05:09:58] <ghz|afk> the only thing I
can think of
L156[05:10:13] <ghz|afk> is that either
the configs are different, or the files in mods/ are
different
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L158[05:10:22] <ghz|afk> and you said
configs are the same
L159[05:10:24] <ghz|afk> so it must be
mods/
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L166[05:31:57] <McJty> Hmm, it is a bit
annoying that IItemHandler has no isItemValidForSlot()
method...
L167[05:32:50] <McJty> Now I have to make
a much less efficient implementation
L168[05:32:54] <ghz|afk> ?
L169[05:33:06] <ghz|afk> you insert the
item, and if it's not valid, you get the item back in return
L170[05:33:15] <McJty> Yes but that's not
exactly what I need
L171[05:33:24] <McJty> Problem is. Say I
have an itemstack of 32 glass
L172[05:33:30] <McJty> I can simulate the
insert
L173[05:33:39] <ghz|afk>
isItemValidForSlot is basically insert with simulate set to
true?
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L175[05:33:45] <McJty> Not entirely
L176[05:33:49] <McJty> The difference is
the stack count
L177[05:34:08] <ghz|afk> ?
L178[05:34:12] <McJty> Hmm how to
explain
L179[05:34:30] <McJty> Say you have an
slot that already contains 60 glass so it can accept 4 more
glass
L180[05:34:41] <ghz|afk> yes
L181[05:34:42] <McJty> If I have a stack
of 32 glass then isItemValidForSlot() would return true
L182[05:34:49] <McJty> Because it doesn't
look at stacksize for the slot
L183[05:34:57] <ghz|afk> yes
L184[05:35:01] <McJty> But the simulated
insert will fail
L185[05:35:05] <ghz|afk> no
L186[05:35:06] <McJty> Or partially
fail
L187[05:35:09] <ghz|afk> it will
succeed
L188[05:35:20] <ghz|afk> and return a
stack with stackSize < the input
L189[05:35:25] <ghz|afk> so isntead of
"is true"
L190[05:35:32] <McJty> Ok, that's doable
but it is less handy then checking for true
L191[05:35:37] <McJty> Because I have to
check for null *and* a count
L192[05:35:41] <ghz|afk> you'd do
"returned == null || returned.stackSize <
input.stackSize"
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L194[05:36:01] <McJty> I'll make a
convenience method for it
L195[05:36:07] <ghz|afk> there IS a
difference, though
L196[05:36:19] <ghz|afk> some pipes or
such
L197[05:36:38] <ghz|afk> would do
isItemValidForSlot, and if it returned false, would remember that,
and never try to insert that item again
L198[05:37:17] <ghz|afk> so it didn't work
as a means to say "I'm out of power, but it will be possible
later", which was the reason my ender-rift didn't work in the
design I had in the 1.7.10 version
L199[05:37:21] <sham1> which is kinda
stupid assuming the other inventory's state changes
L200[05:38:14] <sham1> But I would have
liked if IItemHandler had something akin to IFluidHandler's
canDrain and canFill
L201[05:38:22] <ghz|afk> yeah
L202[05:38:53] <ghz|afk> having a
"isReadyToReceiveItem(X)" that returns a boolean may have
been nice
L203[05:39:02] <sham1>
canReceiveItem
L204[05:39:07] <sham1> canSendItem
L205[05:39:57]
⇨ Joins: kimfy (~kimfy___@89.10.163.17)
L206[05:40:16] <McJty> Hmm also
L207[05:40:22] <McJty> There is no
IItemHandler.markDirty()
L208[05:40:24] <sham1> I don't know if I
should be making my "can connect to this thing with my mod
things" a capability considering that it only makes sense with
TileEntities
L209[05:40:41] <McJty> Hmm, might have to
pass the TileEntity too...
L210[05:41:02] <ghz|afk> markDirty
shouldn't be needed
L211[05:41:02] <sham1> Because "Can
my block connect to this item" just does not make sense
L212[05:41:11] <ghz|afk> the inventory can
mark the underlying TE as dirty itself
L213[05:41:16] <ghz|afk> you shouldn't
need to call it on others
L214[05:41:26] <McJty> ghz|afk, and do
IItemHandler implementations actually do that properly?
L215[05:41:26] <ghz|afk> unless you have
modified internal data from the outside
L216[05:41:33] <ghz|afk> assume they
do
L217[05:41:38] <ghz|afk> if they do not,
it's not your fault
L218[05:41:50] <sham1> They're being the
idiots
L219[05:42:04] <sham1> Although, if it is
in the same chunk, you can just call your own markDirty
L220[05:42:32] <ghz|afk> that won't call
onNeighborChange on the neighbours ;P
L221[05:42:38] <sham1> meh
L222[05:42:43] <ghz|afk> it won't update
comparators either
L223[05:42:50] <sham1> meh x2
L224[05:43:02] <ghz|afk> so yeah, people
who implement inventory TEs need to vcall their own markDirty() and
not rely on others to do so
L225[05:43:05] <ghz|afk> -v
L226[05:43:17] <sham1> well you could see
it as a virtual call
L227[05:43:48] ***
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L228[05:43:54] ***
K-4U|Off is now known as K_4U
L229[05:43:54] <McJty> 'vcall' their own
markDirty()? What do you mean?
L230[05:43:58] ***
K_4U is now known as K-4U
L231[05:44:14] <sham1> I think I will just
introduce my own Fluid capability to my mod until an official one
gets into forge
L232[05:44:22] <ghz|afk> McJty: -v
;P
L233[05:44:38] <sham1> s/v/*space*/g
L234[05:44:39] <McJty> Ok. Well I'm using
InvWrapper for implementing my IItemHandler's
L235[05:44:46] <McJty> And it seems to be
handling that right
L236[05:44:47] <sham1> <.<
L237[05:45:03] <ghz|afk> yes InvWrapper
will call markDirty on the IInventory
L238[05:45:17] *
sham1 mumbles something about mods using InvWrapper
L239[05:45:19] <ghz|afk> if you use your
own custom one, you can just call markDirty() on successful
insert/extract
L240[05:45:33] <McJty> sham1, I will do so
until we can get rid of IInventory completely
L241[05:45:43] <McJty> Which isn't now as
far as I know since GUI's still need it
L242[05:45:46] <ghz|afk> forge's stance is
apparently "fuck IInventory"
L243[05:45:54] <ghz|afk> and no, we
established GUIs do not need it
L244[05:46:07] <McJty> ah?
L245[05:46:08] <ghz|afk> you can just use
SlotItemHandler(inv, slot)
L246[05:46:08] <sham1> Well how will you
use GUIs then
L247[05:46:10] <sham1> AH
L248[05:46:13] <sham1> That's a thing
now
L249[05:46:15] <ghz|afk> instead of the
old Slot
L250[05:46:19] <ghz|afk> it was
always
L251[05:46:19] <sham1> All right
then
L252[05:46:21] <ghz|afk> just no one
noticed
L253[05:46:26] <ghz|afk> I went to
implement such a thing
L254[05:46:32] <sham1> :D
L255[05:46:35] <ghz|afk> did create class
... SlotItemHandler -- name already exists
L256[05:46:58] <sham1> And no one noticed
it from RWTema's PR?
L257[05:47:00] <sham1> Shit
L258[05:47:37] <ghz|afk> basically
XD
L259[05:47:50] <ghz|afk> we were all too
worried trying to figure out how capabilities work
L260[05:47:52] <ghz|afk> to notice
;P
L261[05:47:58] <sham1> :D
L262[05:48:02] <sham1> Makes snese
L263[05:48:04] <sham1> sense*
L266[05:49:53] <sham1> He is correct
though
L267[05:50:02] <McJty> Is there some
convenience method in forge to merge an itemstack properly with an
itemhandler?
L268[05:50:12] <McJty> I mean make sure
the entire itemstack gets distributed in the best fitting
spots
L269[05:50:14] <Cazzar> sham1: but my
response :P
L270[05:50:25] <Cazzar> Note that's just
from tweetdeck so rev chron
L271[05:51:01] <McJty> A bit like
IItemHandler.insertItem() but without a slot parameter
L272[05:51:15] <sham1> probably not
L273[05:51:21] <McJty> Ah there is
L274[05:51:23] <ghz|afk> not that I have
found
L275[05:51:24] <McJty>
ItemHandlerHelper
L276[05:51:31] <McJty> It has an
insertItem() that does exactly that
L277[05:51:32] <ghz|afk> oh?
L278[05:51:48] <McJty> Well almost
L279[05:51:58] ⇦
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L280[05:52:03] <McJty> Ah no it does
L281[05:52:05] <McJty> Nice
L282[05:52:23] ⇦
Quits: Hanii (~Hanii@137.84.114.87.dyn.plus.net) (Quit:
Hanii)
L283[05:52:36] <ghz|afk> speaking about
ItemHandlerHelper
L284[05:52:45] <ghz|afk> I found a
giveItemToPlayer in there
L285[05:52:49] <ghz|afk> it's
broken.
L286[05:53:15] <ghz|afk> if you use it
with -1 (no preferred slot), it won't actually give the item at
all
L287[05:53:23] <ghz|afk> since remaining
will be null
L288[05:53:24] <ghz|afk> CF
L289[05:53:25] <ghz|afk> XD*
L290[05:53:31] <ghz|afk> I have to make an
issue about that
L291[05:58:23] <sham1> I love how in both
IItemHandler and in RWTema's proposal of IFluidHandler you would
need a specific implementation of the capability to save and load
to/from NBT
L292[05:59:01] <ghz|afk> separate NBT
save/load is *required* by the capability system
L293[05:59:37] <ghz|afk> when you register
the capability, you have to provide the class that represents the
interface,
L294[05:59:55] <ghz|afk> an IStorage
instance that manages saving/loading for the default implementation
(and optionally other implementations)
L295[06:00:01] <ghz|afk> and a factory for
default implementations
L296[06:00:20] <ghz|afk> but at the same
time
L297[06:00:31] <sham1> yeah but for
instance with IItemHandler NBT save/load your thing HAS to be an
instance of ModifiableItemHandler instead of any arbitrary
IItemHandler
L298[06:00:40] <ghz|afk> it's up to the
user of the capability to use that
L299[06:00:47] <ghz|afk> uh
L300[06:00:50] <ghz|afk> yes of
course
L301[06:00:58] <ghz|afk> IItemHandler does
not have a setSlot method
L302[06:00:59] <ghz|afk> on purpose
L303[06:01:12] <ghz|afk> because you are
meant to go through insert/extract methods
L304[06:01:14] <sham1> You can simulate
one
L305[06:01:18] <ghz|afk> no
L306[06:01:21] <sham1> Although it is not
too efficient
L307[06:01:21] <ghz|afk> not without
breaking semantics
L308[06:01:28] <ghz|afk> suppose you have
a block that uses energy when you insert
L309[06:01:41] <McJty> Well you can by
clearing it first and then inserting the new stack
L310[06:01:43] <ghz|afk> you couldn't use
insertItem()
L311[06:01:43] <sham1> I guess
L312[06:01:53] <Andrey96> Just copied all
mods and configs from server to client and still missing forestry
items :C
L313[06:02:00] <ghz|afk> so the storage
provider only works for modifiables
L314[06:02:40] <sham1> Then why have the
bare bones IItemHandler to begin with if you cannot use it with
IStorage
L315[06:02:52] <ghz|afk> because using
storage is up to you
L316[06:02:56] <McJty> What is
IStorage?
L317[06:03:04] ***
AEnterpriseAFK is now known as AEnterprise
L318[06:03:05] <ghz|afk> McJty: if you use
the default implementation for a capability
L319[06:03:22] <sham1> You can use it to
save and oload it to and from NBT
L320[06:03:27] <ghz|afk> this default
implementation has no means to know how to save itself
L321[06:03:29] <sham1> -o
L322[06:03:39] <McJty> Ah. I'm using
InvWrapper still so I guess for now I don't have to worry about
that
L323[06:03:41] <ghz|afk> so there's a
capability.getStorage()
L324[06:03:52] <sham1> I get it now
L325[06:03:54] <ghz|afk> with writeNBT and
readNBT
L326[06:04:11] <sham1> It is there if you
want to use the default implementation but it is not
mandetory
L327[06:04:14] <ghz|afk> which accepts AT
LEAST instances of the default implementation
L328[06:04:33] <ghz|afk> but can accept
other instances (depending on the capability)
L329[06:05:06] <ghz|afk> like some energy
capability
L330[06:05:12] <ghz|afk> could have a
default implementation for an EnergyBuffer
L331[06:05:30] <ghz|afk> that exposes
EnergyProvider and EnergyReceiver
L332[06:05:53] <ghz|afk> and then could
have an IStorage that knows how to save and load
EnergyBuffers
L333[06:06:14] <ghz|afk> but it may simply
make no sense to support other blocks
L334[06:06:20] <sham1> Speaking of energy
capabilities, was I the only one shocked to find that the 1.8.9
port of RF didn't use capabilities
L335[06:06:27] <ghz|afk> or maybe it only
supports objects that implement IEnergyStorage
L336[06:06:38] <ghz|afk> which may have a
saveEnergy and loadEnergy
L337[06:06:49] <ghz|afk> it did not
surprise me
L338[06:07:05] <McJty> I support
capabilities but I have yet to see the full advantage though
L339[06:07:06] <ghz|afk> I still don't
really like the capabilities system
L340[06:07:12] <McJty> i.e. I haven't seen
the big win yet
L341[06:07:25] <ghz|afk> I understand the
advantages, but there's a lot of boilerplate code
L342[06:07:51] <sham1> But having a RF
capability just makes too much sense
L343[06:08:06] <ghz|afk> I think
capabilities are better understood as "attachable
features"
L344[06:08:42] <ghz|afk> yeah I have been
tempted to make an EnergyCapability mod that works exactly like RF,
but with capabilities
L345[06:08:57] <ghz|afk> and now that the
1.8.9 api is out and doesn't use it
L346[06:09:00] <ghz|afk> I'm
double-tempted
L347[06:09:21] <sham1> I would instantly
use it because screw COFH
L348[06:09:44] <McJty> I would support it
too but in *addition* to COFH
L349[06:09:48] <ghz|afk> there is however
one thing I'm not sure about:
L350[06:09:56] <ghz|afk> with the RF
api
L351[06:10:01] <ghz|afk> you can easily
dump the api folder onto your mod
L352[06:10:08] ⇦
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L353[06:10:09] <ghz|afk> and do RF without
ever worrying about a 3rdaprty dependency
L354[06:10:17] <McJty> yes
L355[06:10:18] <ghz|afk> but I don't know
if that plays well with capabilities
L356[06:10:19] <sham1> True
L357[06:10:27] <ghz|afk> since *someone*
has to call registerCapability
L358[06:10:40] <McJty> Couldn't you do
that lazily?
L359[06:10:42] <sham1> But if the cap is
not present you just dont use it
L360[06:10:45] <McJty> The first mod that
needs it calls register
L361[06:10:51] <ghz|afk> I assumed it
needs to be done during initialization?
L362[06:10:56] <sham1> preInit
L363[06:11:01] <ghz|afk> hmm
L364[06:11:04] <sham1> Like everything
else ever
L365[06:11:08] <ghz|afk> ah I see
L366[06:11:14] <ghz|afk> if you have a
HARD requirement on the capability
L367[06:11:16] <ghz|afk> you could
have
L368[06:11:20] <ghz|afk>
EnergyCapability.enable();
L369[06:11:26] <ghz|afk> in your
pre-init
L370[06:11:30] <ghz|afk> if you just have
a soft-dependency
L371[06:11:49] <ghz|afk> you could rely on
a capability method using @CapabilityInject
L372[06:11:53]
⇨ Joins: DRedhorse
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L373[06:11:55] <McJty> Hmm... I hate it
that a missing texture for liquids doesn't produce any errors in
the log
L374[06:11:56] <ghz|afk> so that it only
gets called whe nthe API is present
L375[06:12:00] <McJty> Now I have to guess
what's wrong...
L376[06:12:14] <sham1> yes
L377[06:12:23] <sham1> That's the idea
behind the caps
L378[06:12:46] *
ghz|afk creates CapabilityCore mod with capability-enabled version
of the cofhlib APIs
L379[06:12:59] <ghz|afk> although Core may
be confused with coremod
L380[06:13:01] <ghz|afk> which it wouldn't
be...
L381[06:13:15] <sham1> Why do you still
have your AFK nick still on
L382[06:13:20] ***
ghz|afk is now known as gigaherz
L383[06:13:27] <gigaherz> my nickname is
lazily evaluated
L384[06:13:34] <gigaherz> I forget it's
afk until someone brings it to my attention
L385[06:13:48] <sham1> I just have my nick
stay the same
L386[06:13:54] <sham1> Because I am too
lazy to change
L387[06:14:02] <gigaherz> I set myself as
afk when I go to sleep
L388[06:14:12] <gigaherz> unset it when
someone complains
L389[06:14:25] <McJty> I use /away
L390[06:14:27] <McJty> Much handier
L391[06:14:38] <sham1> /away is the
canonical solution
L392[06:15:01] <sham1> yay for escape
sequence
L393[06:16:50] ⇦
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error: Connection reset by peer)
L394[06:20:42]
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L395[06:20:46] ⇦
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L396[06:21:44] <McJty> Anything wrong with
this fluid description:
L397[06:21:44] <McJty> private static
ResourceLocation rclFluid = new
ResourceLocation(DeepResonance.MODID,
"textures/blocks/rclfluid");
L398[06:21:45] <McJty> public static Fluid
liquidCrystal = new Fluid("liquid_crystal", rclFluid,
rclFluid);
L399[06:21:53] <McJty> The texture shows
as checkerboard but I get no errors
L400[06:21:58] <McJty> I mean in the
log
L401[06:22:28] <McJty> And in preInit I do
call: FluidRegistry.registerFluid(liquidCrystal
L402[06:22:32] <alex_6611> rclfluid.png
maybe?
L403[06:22:47] <McJty> ah
L404[06:22:52] <McJty> Why doesn't it
complain in the log...
L405[06:23:42]
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L406[06:23:45] ⇦
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L407[06:23:55] <McJty> Didn't help though.
Still checkerboard
L408[06:24:01] <alex_6611> oh?
L409[06:24:24] <sham1> is it checkerboard
in world?
L410[06:24:32] <McJty> No in my tank. The
fluid cannot be placed in world
L411[06:24:38] <sham1> Ah
L412[06:24:45] <sham1> Have you committed
it to your repo
L413[06:24:50] <sham1> I'd like to take a
gander
L414[06:24:59]
⇨ Joins: auenf
(David@DC-174-214.bpb.bigpond.com)
L415[06:25:00] <McJty> Ok hold on
L417[06:25:08] <McJty> Tank on the right
contains lava and works fine
L418[06:25:16] <sham1> Ye
L419[06:25:29] <sham1> I see you are not
having connected textures
L420[06:25:49] <sham1> Or rather have not
made any
L421[06:25:57] <sham1> For the tanks I
mean
L422[06:26:05] <sham1> Also, how are you
rendering the tank insides
L423[06:26:07] <McJty> Yes but every face
of the tank can have three possible states
L424[06:26:10] <McJty> So it would make a
lot of combinations
L425[06:26:16] <McJty> Tank inside is
TESR
L427[06:26:28] <McJty> I just pushed
it
L430[06:30:08] <McJty> Note that currently
it renders more in the TESR then it should. This is ported
code.
L431[06:30:17] <McJty> I plan to move more
to the static model
L432[06:30:57]
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L433[06:31:08] ⇦
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L434[06:32:22] ***
PaleOff is now known as PaleoCrafter
L435[06:33:10] <sham1> You know what? I'll
clone that and see if I can do anything about it
L436[06:33:21] <McJty> Thanks :-)
L437[06:33:31] <sham1> Although it seems
correct so I don't know what would be the cause
L438[06:33:44] <McJty> It is most likely
something stupid :-)
L439[06:33:58] <McJty> I also did notice
that the name is not localized properly when I watch the tank
L440[06:34:00] <sham1> Because you know
me, I love me some fluid stuff
L441[06:34:15] <McJty> It shows as
'liquid_crystal' instead of what I put in the lang file
L442[06:34:19] <McJty> So that may be a
symptom too
L443[06:34:37]
⇨ Joins: moog
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L444[06:34:46] <McJty> BTW, getting that
type of liquid in a tank is easiest to do with the creative liquid
injector item
L445[06:34:52] <McJty> Otherwise you have
to do a relatively complex setup :-)
L446[06:34:59] <McJty> For normal liquids
you can just use buckets
L447[06:35:02] <sham1> Tnx
L448[06:35:20] ⇦
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L449[06:35:46] <gigaherz> what would you
set as the default capacity for an energy buffer
L450[06:35:56] <sham1> Wait, did
mobiusstrip fix WIALA rendering for 1.8
L451[06:35:57] <sham1> YES
L452[06:36:04] <sham1> I'd go with
10000
L453[06:36:25] <McJty> 10000 is good
although most of my machines have higher capacity
L454[06:36:32] <sham1> Well yeah
L455[06:36:37] <sham1> It is just the
default impl
L456[06:36:42] <gigaherz> yeah there will
be a setCapacity() method ;P
L457[06:36:47] <gigaherz> internal
L458[06:36:49] ***
Darkevilmac is now known as DarkevilAway
L459[06:36:57] <sham1> Or just let us
custom implement the stuff so we may do whatever we may
L460[06:37:08] <McJty> Some of rftools
machines wouldn't even be able to process a single tick with only
10000 RF :-)
L461[06:37:16] <sham1> Jeez
L462[06:37:26] <sham1> Stuff like the dim
stuff
L463[06:37:30] <sham1> I presume
L464[06:37:40] <McJty> Actually that's
pretty assume. Dimensions are not THAT expensive as many people
think
L465[06:37:42] <McJty> Although they can
be
L466[06:37:49] <McJty> But I have usable
dimensions running at 10 RF/t :-)
L467[06:38:10] <McJty> But the builder
with silk touch quarry card when it is trying to harvest a block
with high hardness needs a lot of energy
L468[06:38:27] <McJty> 'pretty
assume'...
L469[06:38:31] <McJty> Don't even know
what I was trying to type there
L470[06:39:48] <McJty> brb
L471[06:40:59] <sham1> A multitank
L472[06:41:00] <sham1> :D
L473[06:41:08] <gigaherz> there we go,
energy capability done ;P
L475[06:42:10] <McJty> gigaherz, what took
you so long? :-)
L476[06:42:24] <McJty> I even had time to
fetch a coffee
L477[06:42:33] <sham1> :P
L478[06:42:37] <gigaherz> I decide to look
at theRF api to see exactly what features it had
L479[06:42:44] <gigaherz> turns out it
doesn't actually have anything else
L480[06:42:49] <McJty> RF is basically
just an integer
L481[06:42:58] <McJty> With some
interfaces attached to it :-)
L482[06:43:01] <gigaherz> so I just ended
up with two interfaces
L483[06:43:16] <gigaherz> IEnergyHandler,
with getEnergy, getCapacity, extractEnergy, insertEnergy
L484[06:43:31] <McJty> That sounds
familiar (IItemHandler)
L485[06:43:36] <gigaherz> exactly.
L486[06:43:45] <sham1> And IFluidHandler
:P
L487[06:43:51] <gigaherz> it'smeant to
play along with those
L488[06:44:03] <gigaherz> then I have
IEnergyPersist, that adds setEnergy
L489[06:44:09] <gigaherz> which is only
meant to be used for saving
L490[06:44:25] <gigaherz>
IEnergyModifiable didn't sound right XD
L491[06:45:11] <McJty> It is a bit
unfortunate that IEnergyHandler also exists in the COFH API
L492[06:45:16] <McJty> But other then that
sounds good
L493[06:45:18] <gigaherz> yep :/
L494[06:45:25] <sham1> Where do you call
DRFluidRegistry#initFluids
L495[06:45:40] <McJty>
CommonProxy.preInit()
L496[06:46:08] <gigaherz> hmm is there
some capability for wrenching?
L497[06:46:14] <gigaherz> (in some other
mod)
L498[06:46:20] <sham1> not really
L499[06:46:29] <McJty> There are tons of
wrench interfaces
L500[06:46:33] <McJty> At least in
1.7.10
L501[06:46:39] <gigaherz> yeah but
something done FOR capabilities
L502[06:46:45] <McJty> Not that I
know
L503[06:47:05] <gigaherz> I was thinking
of adding an ITweakable, that provides things like, configure,
rotate, dismantle
L504[06:47:38] ***
big_Xplo|AFK is now known as big_Xplosion
L505[06:47:39] <sham1> yes please
L506[06:47:54] <McJty> also select. The
RFTools smart wrench has a mode to select blocks and then do
something based on that
L507[06:47:59] ***
PaleoCrafter is now known as PaleOff
L508[06:48:08] <gigaherz> hmm
interesting
L509[06:48:20] <gigaherz> for things like
"binding" and such?
L510[06:48:23] <gigaherz>
select+apply?
L511[06:48:46] <McJty> Yes for example. I
have a block protector (not ported to 1.8.9 yet). First you select
the block protector then you select the blocks it has to
protect
L512[06:49:15] <McJty> Or the quarry where
you use the smart wrench to select the area it needs to quarry
(after selecting the quarry block first)
L513[06:49:38] <McJty> The smart wrench
has 'modes' to support this
L514[06:49:44] <McJty> Sneak right click
in the air will toggle mode
L515[06:49:52] <McJty> But of course could
be a hotkey too (which I have planned)
L516[06:50:40] <gigaherz> hmmm the
selection would store itself on the wrench?
L517[06:50:50] <gigaherz> (so it would
need an Itemstack arg?)
L518[06:51:05] <sham1> I dunn
L519[06:51:14] <McJty> The wrench
remembers the parent block (i.e. the machine)
L520[06:51:19] <McJty> But it is up to the
parent block to remember the rest
L521[06:51:22] <McJty> i.e. the actual
selection
L522[06:51:36] ⇦
Quits: l4mRh4X0r (l4mRh4X0r@l4mrh4x0r.student.ipv6.utwente.nl)
(Ping timeout: 198 seconds)
L523[06:51:38] <gigaherz> aha so the
apply() method would just tellt he target about the source?
L524[06:52:05] <gigaherz> it's complicated
though
L525[06:52:16] <McJty> Well whenever the
smart wrench has an active machine selected, every further selects
are fed into that machine
L526[06:52:16] <gigaherz> maybe a separate
selection handler would be more suited
L527[06:52:21] <McJty> probably yes
L528[06:52:26] <McJty> This is more
advanced wrench usage :-)
L529[06:52:57] ⇦
Quits: Naiten (~Naiten@77.35.231.155) (Ping timeout: 198
seconds)
L530[06:54:59]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L531[07:02:58] ***
TehNut is now known as TehNut|Sleep
L532[07:03:13] <gigaherz> hmmm the
rotation method may be pointless
L533[07:03:17] <gigaherz> since there's
Block.rotateBlock
L534[07:04:46] <sham1> But if someone
wants custom rotation mechanic
L535[07:04:56] <gigaherz> they can
override Block.rotateBlock?
L536[07:05:23] <sham1> If it is a rotate
thing that does stuff in the TE sxplicitly
L537[07:05:36] <McJty> Still should be
handled by Block.rotateBlock
L538[07:05:44] <sham1> Meh
L539[07:05:48] <McJty> Because that can be
called from other places too
L540[07:06:26] <sham1> Are you gonna do a
wrench capability and wrenchable capability
L541[07:06:49]
⇨ Joins: jagg2 (~jagg2@204.187.20.95)
L542[07:06:51] <gigaherz> what would the
wrench capability offer?
L543[07:06:57] <gigaherz> my idea was just
ITweakable
L544[07:07:07] <sham1> hmm
L545[07:07:10] <gigaherz> with (right
now), configure() and dismantle()
L546[07:07:21] <gigaherz> configure
wouldeither change mode, or show an UI
L547[07:07:30] <gigaherz> while dismantle
would try to pop off the block as an item
L548[07:07:39] <gigaherz> or maybe undo a
multiblock
L549[07:08:19] <gigaherz> I'll put the
code up for review before releasing ;P
L550[07:10:30] ⇦
Quits: TheMike (~Mike@2607:5300:60:47bc:1ceb:da::) (Ping timeout:
198 seconds)
L551[07:11:23] <gigaherz> any other
capability I could add while I am at it?
L552[07:12:16] <McJty> Well not sure if it
fits but OC/CC integration. Is that something that would fit this
too?
L553[07:12:26] <gigaherz> hmmm
L554[07:12:28] <sham1>
"OC"?
L555[07:12:28] <McJty> Or in general, some
kind of integration with automation
L556[07:12:31] <McJty> Open
Computers
L557[07:12:33] <sham1> Ah
L558[07:12:40] <gigaherz> depends on how
those work
L559[07:12:42] <sham1> IS there a port of
them in 1.8?!
L560[07:12:46] <McJty> yep
L561[07:12:49] <McJty> Both are ported to
1.8.9
L562[07:12:53] <sham1> my god
L563[07:13:05] <McJty> In fact Open
Computers was in 1.8 for a long time already
L564[07:13:08] <sham1> Do either have a
maven
L565[07:13:09] <McJty> Probably as long as
Thaumcraft
L566[07:13:16] <gigaherz> I guess I could
have some sort of ICommandTarget of sorts
L567[07:13:19] <gigaherz> that can receive
"commands"
L568[07:13:30] <gigaherz> or IDataProvider
that can return status
L570[07:13:37] <McJty> gigaherz, yes,
something like that
L571[07:14:01] <sham1> But CC does not I
assume
L572[07:14:11] <McJty> I would guess it
has but can't immediatelly find it
L573[07:14:36] <gigaherz> ah, hmm
IControllable -- performAction, queryData
L574[07:15:01] <gigaherz> I'd have to look
at the OC api to see how they handle it?
L575[07:15:02] <sham1> Wasnt OpenComputers
the more complex one
L576[07:15:15] <McJty> gigaherz, that
might be good because I think it may be more complex then
that
L577[07:15:28] <McJty> OC is a bit more
realistic in that computers are made out of parts and need
power
L578[07:15:33] <McJty> CC is easier to get
into
L579[07:15:33] <sham1> Hmmm
L580[07:15:42] <sham1> Both use LUA,
correct
L581[07:15:44] <Lordmau5> both rely on LUA
though
L582[07:15:44] <McJty> yes
L583[07:15:48] <Lordmau5> \o
L584[07:16:03] ***
Darkhax_AFK is now known as Darkhax
L585[07:18:45] <gigaherz> meh too complex,
can't think of any simple and effective api to have general-purpose
"control interface"
L586[07:19:08] <gigaherz> that doesn't
involve exposing "ports", and having port information and
capabilities for the ports and such
L587[07:19:09] <McJty> yes, I was
expecting that. It might be possible but I guess this needs a lot
more thinking
L588[07:26:34] ⇦
Quits: kimfy (~kimfy___@89.10.163.17) (Ping timeout: 207
seconds)
L589[07:28:39] ***
big_Xplosion is now known as big_Xplo|AFK
L590[07:30:13] <McJty> sham1, I don't
suppose you have found anything about the fluid problem yet?
L591[07:30:19] <sham1> no
L592[07:30:24] <sham1> It totally stomped
me
L593[07:31:09] <McJty> Thanks for looking
anyway
L594[07:31:42] <McJty> fry, is it normal
that my fluid shows as checkerboard but I still get no errors in
the log about it?
L595[07:31:49] <McJty> In a custom tank
that is
L597[07:31:50] <gigaherz> there
L598[07:34:15] <McJty> gigaherz, you might
want to add a 'sx,sy' parameter to configure
L599[07:34:28] <McJty> Sometimes it
matters which part of the block you hit with the wrench
L600[07:34:45] <McJty> i.e. if a block has
some kind of 'buttons' on it or so
L601[07:34:50] <gigaherz> AH
L602[07:35:09] <gigaherz> hmm but would
those be relative to the face?
L603[07:35:28] <McJty> I could imagine a
block where every face has very different controls
L604[07:35:29] <gigaherz> or like,
hitX/hitY/hitZ as you get them on other methods?
L605[07:35:42] <McJty> But I guess the
face is already implicit isn't it?
L606[07:35:46] <gigaherz> yeah I mean the
semantics
L607[07:35:57] <McJty> ah
L608[07:36:03] <gigaherz> if you send
offsetX/offsetY
L609[07:36:11] <gigaherz> you give the
work to the wrench implementor
L610[07:36:24] <gigaherz> if you send
hitX/Y/Z, you give the work to the TE implementor
L611[07:36:26] <McJty> yes I see
L612[07:37:02] <McJty> I think it would be
better to put it in the wrench but not 100% decided on this
L613[07:37:11] <McJty> As the wrench would
then do work which is probably not needed in 99% of the cases
L614[07:37:18] <McJty> So maybe in the TE
would be better then...
L615[07:37:35] <Lordmau5> how would one go
for doing takedown-requests on the shitty mod repost sites?
L616[07:37:48]
⇨ Joins: Spider
(~NETVirtua@201-29-235-193.user.veloxzone.com.br)
L617[07:38:13] <gigaherz> check if they
have a DMCA takedown link somewhere
L618[07:38:16] <gigaherz> but chances are
they do not
L619[07:38:20] <gigaherz> cos they don't
CARE about copyright
L620[07:40:59] <auenf> if they dont have
one, find out where they are hosted?
L621[07:42:36] ***
willieaway is now known as williewillus
L622[07:45:45] ⇦
Quits: jagg2 (~jagg2@204.187.20.95) (Ping timeout: 186
seconds)
L623[07:46:30] <Lordmau5> I love Rocket
League competitive.
L625[07:46:34] <Lordmau5> "6 luck
goals"
L626[07:46:41] <Lordmau5> I had to correct
him twice :>
L627[07:47:06] <Lordmau5> oh wait
wtf
L628[07:47:21] <Lordmau5> 8minecraft.org
is forwarding the download to curseforge?
L629[07:47:45] <McJty> That's actually not
too bad then?
L630[07:47:52] <McJty> At least the
downloads get counted that way
L631[07:47:54] <Lordmau5> well, they might
have some adfly bullshit inbetween, but still...
L632[07:47:55] <Lordmau5> ye
L633[07:48:00] <Lordmau5>
minecraftdata.com on the other hand...
L634[07:48:21] ⇦
Quits: Spider (~NETVirtua@201-29-235-193.user.veloxzone.com.br)
(Quit: Leaving)
L636[07:48:44] <Lordmau5> their privacy
policy states that the files are not hosted on their site
L637[07:48:46] <Lordmau5> but then again,
they are.
L638[07:50:43] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
host closed the connection)
L639[07:50:51] <auenf> rofl, minecraftdata
is a wordpress site
L640[07:51:43] <Quetzi> it's also, huge
surprise, complete bs, because my mod at least is being served from
their servers
L641[07:52:17] <Lordmau5> so is mine
L642[07:52:24] <Lordmau5> that's why I am
doing a quick DMCA takedown right now
L643[07:54:02] ⇦
Quits: VikeStep (~VikeStep@120.156.54.17) (Quit:
Leaving)
L644[07:54:08] <williewillus> what emc
value should prismarine have
L645[07:54:11]
⇨ Joins: Naiten (~Naiten@5.143.76.74)
L646[07:54:19] <McJty> williewillus, I
think pretty expensive. It is not that easy to get
L647[07:54:28] <gigaherz> until you have a
farm
L648[07:54:38] <McJty> Well that goes for
a lot of stuff :-)
L649[07:54:44] <gigaherz> but it's a few
hours' worth of de-watering the chunks
L650[07:54:44] <McJty> Enderpearls are
rare until you get an enderman farm
L651[07:55:11] <gigaherz> and if you don't
have enough sponges, "a few", turns into a whole
lot
L652[07:55:27] <auenf> Lordmau5, Quetzi,
directory browsing enabled on files.minecraftdata.com
L653[07:55:41] <Lordmau5> Please Do'nt
Hack Me !
L654[07:55:42] <Lordmau5> well
L655[07:55:42] <McJty> On FC1 there is a
guardian dungeon which is VERY annoying because I can't find the
elder guardian and it constantly gives me mining fatigue 3
L656[07:55:47] <Lordmau5> I doubt I can do
some XSS on their site?
L658[07:55:52] <McJty> Which made me dig
for about 10 minutes to break my grave :-)
L659[07:56:03] <Lordmau5> uh nifty
L660[07:56:12] <gigaherz> I'd go for
something like 1000-1500 for normal prismarine, around 2000 for
dark prismarine, and 4000ish for the sea lanterns
L661[07:56:13] <Lordmau5> 10/10,
professional website.
L662[07:56:33] <auenf> i assume
/minecraft-mods/ is also a listing, cause its taking ages to
load
L663[07:56:36] <auenf> yup, its a
listing
L665[07:56:45] <gigaherz> although you'd
have to compute those from the shards and ink sacks
L666[07:56:52] <gigaherz> so dunno
L667[07:57:08] <Lordmau5> wow.
L668[07:57:43] <williewillus> so like 256
for shards, sounds about right
L669[07:57:50] <williewillus> quartz is
256 as well
L670[07:58:01] <auenf> time to take
guesses how many of those are hosted with permission?
L671[07:58:14] <McJty> Although quartz is
a LOT easier to get then those shards
L672[07:58:15] <McJty> IMHO
L673[07:58:21] <Lordmau5> All of them,
obviously
L674[07:58:24] <Lordmau5> :p
L675[07:58:30] <auenf> Lordmau5, files.
and main site are hosted on the same ip
L676[07:58:39] <Lordmau5> figured
L677[07:59:06] <auenf> so being a
different domain doesnt get around 'not hosted on our site'
L678[07:59:23] <Lordmau5> yup
L679[07:59:41] <Lordmau5> sent the DMCA
takedown request
L680[08:00:13] <auenf> rofl @ terms of
use
L681[08:00:22] <auenf> "You agree to
the following, if not agreed with then leave our site NOW!
L682[08:00:22] <auenf> I am not visiting
this site to steal material (including Information, Snapshots and
Source-Codes) to use against the Webmaster, Site Operator or Host
or any person in any conceivable manner."
L683[08:00:44] <Lordmau5> so what are
*they* doing then?
L684[08:00:50] <Lordmau5> breaking their
own ToS?
L685[08:01:11] <auenf> "All our
softwares are free, but we will not be responsible for selling
illegally purchase of our software online."
L686[08:01:39] ***
PaleOff is now known as PaleoCrafter
L687[08:02:00] <Quetzi> did you send the
dmca to them or their host? :p
L689[08:02:13] <Lordmau5> To them, first.
If I don't get a response by Sunday, I'll send it to their
host.
L690[08:02:28] <Quetzi> just went straight
to their host
L691[08:02:58] <Lordmau5> namesilo
L692[08:03:16] <Quetzi> namesilo is just a
registrar
L693[08:03:27] <Lordmau5> who's their host
then :3
L694[08:03:28] ⇦
Quits: Wuppy (~wuppyZNC@abrarsyed.com) (Ping timeout: 190
seconds)
L695[08:03:34] <Quetzi> or, well, i went
to the top of the chain anyway
L696[08:03:55] <Quetzi> cyrus one
L697[08:04:04] <Lordmau5> how'd you figure
that out?
L698[08:04:11] <Lordmau5> So I know where
to search for
L700[08:04:59] <williewillus> is 128 for
sponge too much
L701[08:05:04] <Lordmau5> lmao that's
where I got the DMCA Takedown "generator" from :D
L703[08:05:18] <Quetzi> another similar
site says hostgator, which is likely the actual host
L704[08:05:29] <McJty> I don't even know
how to get sponge except that I accidently once found one in my
inventory
L705[08:05:32] <McJty> Not sure how it got
there :-)
L706[08:05:43] <williewillus> guardians
drop them and theres rooms in the monuments
L707[08:06:03] <williewillus> I'll stick
with that for now since they're relatively rare and aren't
craftable
L708[08:07:46] <Andrey96> omfgwtf. After 1
hour of deleting mods 1 by 1, I've discovered that NEIAddons caused
Forestry to miss items on client while connecting to server. I'm
really confused with this.
L709[08:08:08] <PaleoCrafter> you could
have saved a lot of time with a binary search :P
L710[08:08:35] <auenf> cyrusone is likely
the datacentre the server is physically in
L711[08:09:06] <McJty> Ok... the fluid
thing is the only thing that prevents me from releasing the first
ported beta of Deep Resonance
L712[08:09:15] <Lordmau5> I wonder if,
when enough modders do a takedown on their mods on that site (as
in, send the mail to CyrusOne), we could completely annihilate that
website
L713[08:09:35] <Lordmau5> I mean, it's not
*impossible*. Just a bit difficult, I assume
L714[08:10:00] <auenf> could also send
dmca's to remove them from google
L715[08:10:21] <Lordmau5> yup
L716[08:10:23] <Quetzi> it's mostly a
pointless exercise honestly
L717[08:10:31] <Lordmau5> the dude will
make a new website, I know
L718[08:10:37] <Quetzi> like playing
whack-a-mole
L719[08:11:15] <Lordmau5> If the person
doing managing that website would live in Germany, I could contact
my brother and ask him if there's a possibility to figure something
out
L720[08:11:22] <Lordmau5> Since he's a
judge :3
L721[08:11:45] ⇦
Quits: yopu (~yopu@184-89-171-53.res.bhn.net) (Ping timeout: 186
seconds)
L722[08:13:46] ***
big_Xplo|AFK is now known as big_Xplosion
L723[08:13:49] <Lordmau5> Google has a
DMCA template?
L724[08:14:14]
⇨ Joins: blood|wrk (~owned@static228.iona.edu)
L725[08:14:57] <Lordmau5> well, let's just
wait if I get a response off the guy on the website.
L726[08:15:22] <Lordmau5> if the person is
a small 12yr old kid or something, I assume they'll be scared like
shit if they read it
L727[08:15:22] ⇦
Quits: blood|wrk (~owned@static228.iona.edu) (Read error:
Connection reset by peer)
L728[08:16:32]
⇨ Joins: blood|wrk (~owned@STATIC228.iona.edu)
L729[08:16:58] ⇦
Quits: mikebald
(~mikebald@99-3-169-16.lightspeed.rlghnc.sbcglobal.net) (Quit:
Coyote finally caught me)
L730[08:18:27] <auenf> Lordmau5, did you
email, or fill out contact form?
L731[08:18:34] <Lordmau5> email
L732[08:18:39] <auenf> the gmail?
L733[08:19:04] <Lordmau5> yup
L734[08:19:22] <auenf> rofl, double click
ads mentioned in privacy
L735[08:19:23] <Lordmau5> I repeat - no
response on Sunday and I'll send a similar request to CyrusOne to
potentially get a complete website takedown
L736[08:19:36] <auenf> so if hes under 18,
would be signed up under parents account
L737[08:19:49] <Lordmau5> I have a strong
feeling it might be
L738[08:19:53]
⇨ Joins: mikebald
(~mikebald@99-3-169-16.lightspeed.rlghnc.sbcglobal.net)
L739[08:21:00] ⇦
Quits: Andrey96 (~Instantbi@95-30-205-116.broadband.corbina.ru)
(Read error: Connection reset by peer)
L740[08:21:05] <auenf>
data-ad-client="ca-pub-5287111747061203"
L741[08:22:38] <auenf> rofl, ads are
giving mixed content warnings
L742[08:23:43] <auenf> want to report his
ad account?
L743[08:23:43] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Quit:
Leaving)
L744[08:24:12] <Lordmau5> oh boy, more to
report \o/
L746[08:24:27] <williewillus> ;p
L747[08:24:30] <Lordmau5> haha
L748[08:24:37] <auenf> click on 'ads by
google' and at the bottom of the page is a form to fill in
L749[08:24:58] <Lordmau5> which
page?
L750[08:24:58] <auenf> "This site is
distributing someone else's copyrighted material, possibly without
permission."
L751[08:25:42] <Lordmau5> "Friends -
MinecraftForum"
L752[08:25:44] <Lordmau5> OF COURSE YOU
ARE
L753[08:25:52] <auenf> that image isnt a
link
L754[08:26:04] <Lordmau5> I know, but
still funny :D
L755[08:26:14] <auenf> i'm not sure if a
specific page is required for adsense reporting
L756[08:26:17] <Lordmau5> seen the part on
the right?
L757[08:26:20] <Lordmau5> "Have
Fun!
L758[08:26:20] <Lordmau5> We create games
that we love.
L759[08:26:20] <Lordmau5> That way, we
think you'll love them too.
L760[08:26:20] <Lordmau5> "
L761[08:26:28] <Lordmau5> > minecraft
mods
L762[08:26:29] <Lordmau5> > games
L763[08:26:29] <Lordmau5> what
L764[08:26:30] <auenf> but on one of the
ads the (i) pops out to 'ads by google'
L766[08:26:55] <auenf> which takes you to
a support.google.com page with a query string, and a feedback form
at the bottom
L767[08:26:59] <Lordmau5> adchoices?
L768[08:27:04] <gigaherz> ah williewillus
already pasted
L769[08:27:04] <gigaherz> XD
L770[08:27:08] ⇦
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(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 190 seconds)
L771[08:27:18] ⇦
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L772[08:27:38] <Lordmau5> I am actually
filling that out
L773[08:29:14] <auenf> and they cant use
the 'not hosted on my site' excuse with adsense either, cause sites
providing links driving traffic to sites containing copyright
material is against the adsense DMCA policy
L774[08:30:10] <Lordmau5> Thank you for
contacting us. We will promptly review this website to ensure that
it complies with our policies and, if necessary, take the
appropriate action. While we cannot comment publicly on actions we
may take against an individual website, please know that we take
every report seriously, and we are committed to protecting the
quality of the Google Display Network for users, advertisers and
publishers.
L775[08:30:12] <Lordmau5> Thank you ,
google
L776[08:30:49] <auenf> fyi, if you are
kicked out of adsense, you are barred from adsense for life
L777[08:30:59] <Lordmau5> even with a new
account?
L778[08:31:03] <Lordmau5> oh well, yea,
you have to be
L779[08:31:14] <Lordmau5> you can get
unbanned by requesting a new ID from your government lmao
L780[08:31:28] <auenf> if you try to sign
up another account, you'd get rejected due to duplicate
account
L781[08:31:58] <Lordmau5> ah
L782[08:35:24] <auenf> and now is far past
my bed time...
L783[08:35:40] <Lordmau5> you can go
further
L784[08:35:56] <auenf> and still get up
for a 1hr drive to work?
L785[08:36:31] <Lordmau5> ...
perhaps
L786[08:38:35]
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L793[08:52:16] <McJty> sham1, btw. If I
replace my liquid with : public static final Fluid liquidCrystal =
new Fluid("liquid_crystal", new
ResourceLocation("blocks/water_still"), new
ResourceLocation("blocks/water_flow"));
L794[08:52:23] <McJty> then it works fine.
But of course I see water then
L795[08:52:30] <sham1> Hmm
L796[08:52:32] <sham1> How odd
L797[08:52:40] <McJty> So my resource
location seems to be wrong somehow
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L805[09:18:23] <Ordinastie> !gf
field_78286_d
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L811[09:22:47] <PaleoCrafter> god, my
chemistry teacher is so stupid ._.
L812[09:22:48]
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L814[09:23:24] <PaleoCrafter> as a
homework, we are supposed to look at a couple of 3d renderings of
molecules and name them
L815[09:23:28]
⇨ Joins: xJon (~xJon@37.142.228.57)
L816[09:24:17] <PaleoCrafter> and for
that, he gave us access to the folder where the software and the
molecules are stored
L817[09:24:21] <PaleoCrafter> alongside
the solutions xD
L818[09:24:25] <McJty> :-)
L819[09:26:02] <xJon> Hey, I'm having some
trouble with making a custom chest. Is there an option to make one,
extending the TileEntityChest class, without normal chests trying
to make double chests with the custom one?
L821[09:26:38] <xJon> I'd really
appreciate if someone can tell me if it's impossible or not
L822[09:27:11] <sham1> why do you need to
extend TileEntityChest
L823[09:27:43] <xJon> I figured it'd be
the easiest way to make a new custom chest
L824[09:27:57] <McJty> It most likely
isn't
L825[09:28:00] <xJon> And that I could
just override some parameters
L826[09:28:03] <sham1> Not really
L828[09:28:49] <xJon> Is it possible to
fix this when I'm extending the TileEntityChest class?
L829[09:29:01] <xJon> Or should I re-write
everything and make a custom chest in a different way?
L830[09:29:18] <sham1> The latter is the
best alternetive
L831[09:30:21] <gigaherz> xJon: too much
shit involved in trying to use TileEntityChest
L832[09:30:37] <gigaherz> just create a
class that extends TileEntity
L833[09:30:41] <gigaherz> add something
like
L834[09:30:52] <gigaherz> final IInventory
inventory = new InventoryBasic(slotCount);
L835[09:31:13] <gigaherz> and then forward
any IInventory calls to it (if you are on anything
pre-IItemHandler)
L836[09:31:22] <xJon> Does IronChests use
the same way?
L837[09:31:26] <gigaherz> or use an
ItemStackHandler(slotCount)
L838[09:31:37] <gigaherz> why does that
matter?
L839[09:31:53] <xJon> Because it's open
source, I'd be able to check its code if I have any trouble
L841[09:32:44] <gigaherz> no he used a
plain ItemStack[]
L842[09:32:53] <sham1> yay for
arrays
L843[09:38:29] ***
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L844[09:42:05] <McJty> fry, are you
here?
L846[09:42:58] ***
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L847[09:43:36] <fry> I don't think the
game will load the fluid texture automatically
L848[09:43:41] <fry> unless you use the
fluid model
L849[09:43:51]
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L850[09:44:01] <sham1> Which makes no
sense BTW
L851[09:44:22] <McJty> Weird that I'm
getting no errors though
L852[09:44:35] <McJty> And how do I use a
fluid model?
L853[09:44:45] <fry> "model":
"forge:fluid"
L854[09:44:48] <fry> in the json
L855[09:44:56] <McJty> I do that
L857[09:45:40] <McJty> But I'm not sure
that model is even loaded
L858[09:45:42] <fry> do you provide
correct resourcelocations in your fluid constructor?
L859[09:45:48] <McJty> Note that my liquid
does not have a block
L861[09:45:55] <McJty> Here is the full
code
L862[09:46:07] <fry> yes, the model is for
the block
L863[09:46:24] <fry> it won't be loaded
without one
L864[09:46:26]
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L865[09:46:30] <fry> unless, again, you
load it manually :P
L866[09:46:41] <sham1> For future
reference, how
L867[09:46:43] <admiral0> hello. When i
call getSource() on a ModContainer containing a CoreMod it returns
minecraft.jar. Is this a bug?
L868[09:46:56] <McJty> And yes, how do I
load that manually?
L869[09:47:05] <admiral0> the coremod is
packaged separately in /mods
L870[09:47:18] <fry> where do you want to
render the fluid?
L871[09:47:28] <sham1> he wants it in a
TESR
L872[09:47:31] <McJty> In tanks (for
example my own tank)
L873[09:47:38] <McJty> But not only mine
of course
L874[09:47:43] <fry> then the block that
has that TESR should load the model
L875[09:47:46] <McJty> Any tank that can
contains liquids should be able to render it
L876[09:47:55] <McJty> fry, but I can't
control TESR's from other mods
L877[09:48:03] <fry> you don't have
to
L878[09:48:12] <fry> it's their
responsibility then
L879[09:48:51] <McJty> ok, so how do I do
that then?
L880[09:49:07] <sham1> So let me get this
straight. You need to load the forge fluid model even if your fluid
does not have an in-world representation just to get the
textures!?
L881[09:49:08] <McJty> Currently I do:
TextureAtlasSprite fluid =
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(renderFluid.getStill().toString());
L882[09:49:35] <fry> nothing was loading
fluid textures in 1.7
L883[09:49:46] <fry> and I didn't want to
touch fluids more than I had to
L884[09:49:50] <fry> cause they're a
mess
L885[09:50:17] <McJty> So... how does one
load a texture given a resource location?
L886[09:51:02] <fry> usual way: return
that resourcelocation in IModel.getTextures
L887[09:51:15] <fry> other way: catch
TextureStitchEvent.Pre and load there
L888[09:51:21] <McJty> um
L889[09:51:28] <McJty> But how is another
mod supposed to do that for my fluid then?
L890[09:51:32] *
McJty is not getting this
L891[09:51:43] <McJty> Also this is in a
TESR btw
L892[09:51:46] <PaleoCrafter> your mod
stitches the texture
L893[09:51:47] <fry> everything should be
using models
L894[09:51:54] <McJty> -> TESR
L895[09:51:55] ⇦
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L896[09:52:02] <fry> so, it's as easy as
adding ResourceLocation to a list
L897[09:52:06] <fry> yes, even TESRs
L898[09:52:17] <fry> shocking, i
know
L899[09:52:20] <McJty> To what list?
L900[09:53:04] <fry>
Model.getTextures
L901[09:53:25] <McJty> ModelBase?
L902[09:53:33] <McJty> I don't see how I
can get access to a model here
L903[09:53:40] <fry> IModel
L904[09:53:44]
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L905[09:53:54] <McJty> Ok, but where do I
implement that?
L906[09:53:58] <fry> how are you rendering
anything in the TESR?
L907[09:54:12] <McJty> tessellator
L908[09:54:24] <fry> what are you feeding
it?
L909[09:54:41] <McJty>
renderer.pos(...).tex(...).endVertex()
L910[09:54:48] <McJty> Based on current
fluid level in the tank
L911[09:54:54] <McJty> And with uv from
the atlast
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L913[09:55:21] <fry> so, you're creating
the geometry manually in code
L914[09:55:24] <McJty> yes
L915[09:55:41] <fry> the alternative is to
load that geometry using the usual system
L916[09:56:04]
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L917[09:56:04] <fry> and only do the fluid
level transformation in the TESR
L918[09:56:27] <McJty> How would that even
work? If I scale the model verticle will the texture not get
stretched?
L919[09:56:29] <McJty> vertically
L920[09:56:43] <fry> there are multiple
ways to do it
L921[09:56:53] <fry> first of all, you can
probably reuse the forge fluid model
L922[09:57:02]
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L923[09:57:02] <McJty> But isn't it
possible with the dynamic geometry like I'm doing now?
L924[09:57:13] <fry> yes, it's
possible
L925[09:57:21] <fry> but you need to do
everything manually
L926[09:57:26] <fry> including loading the
texture
L927[09:57:34] <McJty> Well yes. That's
what I'm trying to get at :-)
L928[09:57:49] <fry> and I'm trying to
show you the better ways :P
L929[09:58:19] <sham1> I'm not sure about
using the forge fluid model for a tank considering it is a
tank
L930[09:58:29] <fry> why not?
L931[09:58:35] <sham1> I don't know
L932[09:58:41] <sham1> It just does not
feel right to me
L933[09:58:46] <fry>
"feel"?
L934[09:59:00] *
McJty is going to just add a dummy block for the liquid to force
the texture to get loaded
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L936[09:59:09] <fry> sigh
L937[09:59:25] <McJty> I don't want to
rewrite this code right now. Maybe later
L938[09:59:42] <fry> add a dummy
blockstate in your TESR block
L939[09:59:49] <fry> not a whole new dummy
block
L940[10:00:18] <fry> and point it to that
json you posted earlier
L941[10:00:33] <McJty> Well the tank
already has a json. It has static geometry (outer stuff)
already
L942[10:00:41] <fry> well there you
go]
L943[10:00:46] ⇦
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L944[10:00:55] <fry> all you need is 1
more state, to load the fluid model
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L946[10:01:18] <McJty> hmm.. How can I add
such a state? What kind of property would that need?
L947[10:01:33] <fry> that's for you to
decide
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L949[10:02:04]
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L950[10:02:10] <McJty> Also how do I
actually get to load that texture? I know the textures block but
that assigns textures to what the model is using
L951[10:02:16] <McJty> The model itself
shouldn't use that fluid texture
L952[10:02:47] <fry> "custom": {
"fluid": "liquid_crystal" }
L953[10:03:10]
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L954[10:03:13] <fry> the fluid model will
load the textures for that fluid
L955[10:04:29] <McJty> ok, trying
L956[10:04:50] <McJty> I feel there should
be easier ways to simply get a texture to load
L958[10:05:09] <fry> there's that word
again, "feel"
L959[10:05:18]
⇨ Joins: kimfy (~kimfy___@89.10.163.17)
L960[10:05:48] <McJty> I also don't like
to be forced into following certain paths if they don't fit me very
well
L961[10:05:57] <Lordmau5> feel
L962[10:05:59] <Lordmau5> feel²
L963[10:06:00] <Lordmau5> feel³
L964[10:06:05] <Lordmau5> :3
L965[10:06:29] <fry> things that "fit
you" are things that you're used to doing
L966[10:06:35] <fry> expand your horizons
:P
L967[10:06:53] <McJty> Ok in this case I
could probably use a model like you say
L968[10:06:57] <McJty> But what if the
geometry was much more complex
L969[10:07:04] <McJty> And I need much
more involved dynamic poly generation
L970[10:07:13] <McJty> Then it is a bit
bad that loading a texture is so annoying
L971[10:07:24] <McJty> I know this isn't
that case
L972[10:07:28] <McJty> But
hypothetically
L973[10:07:31] <Lordmau5> How would I go
for making a TAS out of a .png file?
L974[10:07:45] ***
Keridos is now known as Keridos|away
L975[10:07:54] <Lordmau5> as in, my .png
file is animated and I assume I have to stich it into the
TextureAtlas somehow
L976[10:08:16] <McJty> Lordmau5, csmeta
file
L977[10:08:27] <McJty> mcmeta I mean
L978[10:08:30] <Lordmau5> What does
Minecraft have to do with Counter Strike now?
L979[10:08:31] <Lordmau5> oh, I see
:p
L980[10:08:36] <Lordmau5> ye, I got a
mcmeta file as well
L981[10:08:45] <Ratys> *sigh* time to
figure out why IntelliJ ignores my assets. Again.
L982[10:08:54] <Lordmau5> but loading it
as a ResourceLocation in combination with glRepeat rendering is not
working
L983[10:09:07] <Lordmau5> so I assume I
have to draw it block(side)-by-block(side) with the TAS
L984[10:09:56] <McJty> fry, it is not
working
L985[10:10:18] ***
kroeser is now known as kroeser|away
L987[10:10:24] <McJty> That's the
blockstate
L988[10:10:28] <McJty> But I still get
checkerboard
L989[10:10:43] <gigaherz> hmmm, what would
be the "best" way to share energy among many sides?
L990[10:10:47] <gigaherz> I can think of
two ways:
L991[10:10:49] <fry> show the log :P
L993[10:11:04] ⇦
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L994[10:11:14] <gigaherz> 1. if I only
have 80% of the energy wanted by the other TEs, then share 80% of
what each TE wants
L995[10:11:57] ***
Keridos|away is now known as Keridos
L996[10:12:18] <gigaherz> 2. Giveto each a
proportional amount to the least value between the TEs and the
available energy for transfer, and if something remains, then
iterate again, without the TE that limited the transfer
L997[10:12:33] <Ratys> Can somebody help
me? Running IntelliJ 15, everything builds correctly and resource
files are copied to build\classes\main\assets (just like in the
jar) via build.gradle command, but don't show up ingame when
launched form the IDE. Built jar in a live instance works just
fine
L998[10:12:46] <fry> McJty: you need to
actually use "forge:fluid" model
L999[10:12:48] <gigaherz> (so like, if one
machine wants 20, the rest want 80, give 20 to each first, and
whatever remains, share among the 80s)
L1000[10:12:55] <fry> "custom"
is just custom metadata
L1001[10:13:01] <fry> that gets ignored
by most things
L1002[10:13:13] <McJty> Use it how?
L1003[10:13:21] <fry> like you would any
other model
L1004[10:13:33] <McJty> But I don't want
that texture to show up in my model
L1005[10:13:38] <McJty> So how can I use
it without it showing up?
L1006[10:13:59] <fry> add
"model": "forge:fluid" to the "1"
value of "dummy_rc1"
L1007[10:14:28] <fry> and set that
property to "0" everywhere you use it in code
L1008[10:14:37] <fry> (which is probably
the case already)
L1009[10:14:42] <McJty> yes
L1010[10:15:33] <McJty> yuck, now it is
trying to render an invisible fluid block isntead of my tank
L1011[10:15:39] <McJty> That totally
messes up the rendering
L1012[10:15:45] <McJty> And in addition
the fluid remains checkerboard
L1013[10:16:26] <fry> show the json
now
L1014[10:16:27] <McJty> I think that
trying to mix this with my tank block is probably not a good
idea
L1016[10:16:59] <fry> well of course it
broke
L1017[10:17:11] <fry> you added the model
for both values of "dummy_rcl"
L1018[10:17:15] <McJty> ah
L1019[10:17:27] <fry> why did you do
that? :P
L1020[10:17:40]
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L1021[10:17:43] <gigaherz> so
L1023[10:17:47] <McJty> Well since the
value is always 0 I thought it would not get loaded if the value
never becomes 1
L1024[10:17:56] <gigaherz> any more
comments, or any other API I could capability-fy?
L1025[10:18:05] <McJty> fry, ok now it is
less broken. But I still have checkerboard fluid
L1026[10:18:13] <fry> now show the log
:P
L1028[10:18:37] <gigaherz> Ratys: add:
idea { module.inheritOutputDirs = true }
L1029[10:18:40] <McJty> ah, it is trying
to load rclfluid.png.png
L1030[10:18:41] <gigaherz> to the end of
your build.gradle
L1031[10:18:46] <williewillus> that
sholdnt be needed i thought
L1032[10:18:51] <Ratys> gigaherz, it's
there
L1033[10:18:54] <gigaherz> aha
L1034[10:19:06] <gigaherz> williewillus:
dunno he has asset issues and mentions idea, so I suggest
L1035[10:19:06] <gigaherz> ;P
L1036[10:19:41] <gigaherz> Ratys: no idea
then, try refreshing?
L1037[10:19:51] <gigaherz> (the refresh
icon in the gradle panel)
L1038[10:20:42] <Ratys> I've tried a
bunch of fixes google spat at me, no luck so far. Trying to add a
build artifact right now, because I have a suspicion IJ ignores
files gradle copies over
L1039[10:20:59] <McJty> fry, it finally
works ;-)
L1040[10:21:05] <gigaherz> did you
customize the build process somehow?
L1041[10:21:05] <McJty> Thanks
L1043[10:21:50] <Ratys> No, except for
those fixes that mention appending stuff to build.gradle
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L1045[10:22:13] <gigaherz> did you import
the idea project from the IDE, or did you use "gradlew
idea"?
L1046[10:22:39] <gigaherz> because it's
best to import using idea's "project from existing
sources" option, rather than gradle's idea generation
L1047[10:24:57] <williewillus> afaik
gradle idea is broken :P
L1048[10:25:01] <williewillus> andor
removed
L1049[10:25:48] <Ratys> I don't remember
actually. Re-made it a few times already, because it kept doing
stupid shit like losing the libs because I tampered with the
.iml
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L1051[10:26:33] <IoP> or just open
build.gradle with idea and it will ask if user wants to
import
L1052[10:26:48] <gigaherz> Ratys: then
delete the .iml and .idea and such
L1053[10:26:55] <gigaherz> and re-import
the build.gradle
L1054[10:27:00] <gigaherz> and once it's
imported
L1055[10:27:02] <gigaherz> open the
gradle panel
L1056[10:27:14] <gigaherz> (wait for
thigns to show up, it can take a minute)
L1057[10:27:23] <gigaherz> and in the
forgegradle tasks group
L1058[10:27:26] <gigaherz> there's
genIntellijRuns
L1059[10:27:32] <gigaherz> you can run it
right there in IDEA
L1060[10:27:54] <gigaherz> then you'll
have "Minecraft Client" and "Minecraft Server"
in the run targets dropdown
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L1062[10:28:39] <Ratys> Been there done
that, which is how I'm able to do anything at all
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L1064[10:29:35] <gigaherz> well I use
IDEA 15, so if you did it that way
L1065[10:29:37] <gigaherz> it should
work
L1066[10:29:40] <gigaherz> now.
L1067[10:29:49] <gigaherz> are you using
the right folder names?
L1068[10:29:59] <gigaherz>
assets\<modid in lowercase>\*
L1069[10:30:08] <gigaherz>
*\models\block
L1070[10:30:10] <gigaherz>
*\models\item
L1071[10:30:13] <gigaherz>
*\blockstates
L1072[10:30:19] <gigaherz>
*\textures\items
L1073[10:30:21] <gigaherz>
*\textures\blocks
L1074[10:30:28] <gigaherz>
*\lang\en_US.lang
L1075[10:30:30] <gigaherz> etc
L1076[10:30:55] <Ratys> Ofc
L1077[10:31:21] <Ratys> Well, it's either
tyring something like that yet again, or setting up a separate
instance and copy over a freshly-built jar on build
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L1079[10:31:34] <Ratys> Because that
works just fine
L1080[10:32:11] <xJon> Hey, about the
chest again, would it be okay if I extend the TileEntityLockable
class like the vanilla TileEntityChest?
L1081[10:32:23] <xJon> And just make
everything else like the vanilla one?
L1082[10:32:33] <xJon> What's the
downsides of this easy way?
L1083[10:33:12] <gigaherz> the problem
is, it's NOT the easy way
L1084[10:33:14] <gigaherz> it's the lazy
way
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L1086[10:33:24] <gigaherz> that
said
L1087[10:33:32] <gigaherz> I have never
seen TileEntityLockable
L1088[10:34:00] <gigaherz> ah
L1089[10:34:01] <gigaherz> I see
L1090[10:34:04] <gigaherz> it's for
adventure mode
L1091[10:34:14] <xJon> So what's the
downsides of this lazy way? xD
L1092[10:34:26] <masa> do different
worlds (= dimensions) have different seeds, or the same as the
overworld? I guess in vanilla it is the same at least, but how
about mod dimensions?
L1093[10:34:27] <gigaherz> lets adventure
maps set a locking mechanism on chests and such
L1094[10:34:31] <gigaherz> so given
that
L1095[10:34:33]
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L1096[10:34:34] <gigaherz> it's up to
you
L1097[10:34:40] <gigaherz>
TileEntityLockable gives you no advantage whatsoever
L1098[10:34:52] <gigaherz> xcept the
ability foryour chest to be lockedusing the adventure map
tools
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L1100[10:35:08] <xJon> So.. no downsides
in the lazy way?
L1101[10:35:18] <gigaherz> no upside
either
L1102[10:35:34] <gigaherz> if you think
there's ANY advantage in using TileEntityLockable, go ahead
L1103[10:35:38] <gigaherz> the lazy way
doesn't refer to this
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L1105[10:35:50] <gigaherz> it refers to
"making things like vanilla chest"
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L1107[10:36:16] <gigaherz> I did give you
an alternative that would be quicker to implement, though
L1108[10:36:24] <gigaherz> using the new
forge capabilities system
L1109[10:36:50] <xJon> Well I didn't want
more than that, and in this way I can also change the name in the
GUI and capacity easily
L1110[10:39:13] <xJon> In IronChests he
also extends TileEntityLockable
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L1112[10:40:17] <Lordmau5> hmm, seems
like my .png is not being registered in the TAS
L1113[10:40:20] <Lordmau5> or rather,
TA*
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L1115[10:41:42] <gigaherz> Lordmau5: is
it referenced by a model?
L1116[10:41:45] <Lordmau5> no
L1117[10:41:54] <gigaherz> if not, you
have to handle the stitch event
L1118[10:42:00] <Lordmau5> I am using it
for rendering a texture through the DrawBlockHighlightEvent
L1119[10:42:03] <gigaherz> and add the
resourcelocation
L1120[10:42:04] <Lordmau5> I am handling
the stitch event
L1121[10:42:30] <gigaherz>
event.map.registerSprite(new ResourceLocation(ElementsOfPower.MODID
+ ":blocks/cone"));
L1122[10:42:33] <gigaherz> something like
this?
L1123[10:42:37] <Lordmau5> Yessir
L1124[10:42:41] <gigaherz> the /blocks/
part is important
L1125[10:42:46] <Lordmau5> rather
"ResourceLocation(modid, file);"
L1126[10:42:54] <Lordmau5>
blocks/tankOverlay
L1127[10:42:54] <gigaherz> what is
"file" in this case?
L1128[10:43:08] <gigaherz> no /textures/,
I hope?
L1129[10:43:12] <Lordmau5> no
L1130[10:43:18] <Lordmau5>
event.map.registerSprite(new ResourceLocation("ffs",
"blocks/tankOverlay"));
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L1133[10:43:44] <gigaherz> and the file
IS in textures\blocks\tankOverlay.png ?
L1134[10:43:48] <Lordmau5> yes
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L1136[10:44:03] <gigaherz> then I have no
idea
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L1148[11:10:40] <Lordmau5> gigaherz, my
bad
L1149[11:11:04] <Lordmau5> there is no UV
positions on the TAS at the TextureStitchEvent.Pre, so obviously I
can't fetch the values
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L1151[11:11:28] <Lordmau5> !pokes
manmaed
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L1153[11:11:56] *
manmaed pokes Loetkolben
L1154[11:11:56] <manmaed> Darn
L1155[11:12:00] <Lordmau5> lmfao
L1156[11:12:10] *
manmaed pokes Lordmau5
L1157[11:12:11] <Lordmau5> that's what
you get for tabbing too fast :D
L1158[11:12:16] <Lordmau5> how you
doin'?
L1159[11:12:24] <Loetkolben> huh? wrong
autocomplete?
L1160[11:12:28] <Lordmau5> ye xD
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L1162[11:12:46] <xJon> Hey, I need a bit
more help S: What is responsible for saving the triggered
achievements?
L1163[11:13:07] <xJon> My custom
achievements keep getting reset everytime I exit the world
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L1166[11:15:49] <tterrag|ZZZzzz> xJon:
achievements are just specialized statistics
L1167[11:15:57] <tterrag|ZZZzzz> if they
are getting reset perhaps you aren't registering them?
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L1169[11:16:44] <xJon> Ah, I think my
problem was that I used riggerAchievement instead of addStat, is
that possible?
L1170[11:16:49] <xJon> *trigger
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L1172[11:17:11] <tterrag> dunno
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L1174[11:17:35] <xJon> I did regiser
them, for sure
L1175[11:17:55] <tterrag> show
code?
L1176[11:18:57]
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L1178[11:21:02] <gigaherz> statistics are
reset in dev
L1179[11:21:12] <tterrag> don't you need
registerStat()
L1180[11:21:16] <tterrag> or
something
L1181[11:21:23] <unascribed> yeah
L1182[11:21:27] <gigaherz> or more
accurately, each username gets their own, as shown by thefactthat
you open inventory every time
L1183[11:21:30] <unascribed> achievements
have a method *on them* to register it
L1185[11:21:54] <gigaherz> like
this
L1186[11:22:02] <unascribed> and you can
fix the problem gigaherz is describing by adding "--username
MyUsername"
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L1188[11:22:50] <tterrag> wow
L1189[11:22:57] <tterrag> so current CB
mods don't even work with 1.8.9
L1190[11:23:01] <tterrag> I thought he
had updated ages ago
L1191[11:23:16] <tterrag>
java.lang.RuntimeException: java.lang.NoSuchFieldException:
loadedCoremods
L1192[11:23:16] <tterrag> at
codechicken.core.launch.DepLoader$DepLoadInst.searchCoreMod(DepLoader.java:552)
~[DepLoader$DepLoadInst.class:?]
L1193[11:23:21] <tterrag> worst thing is
it's caused by deploader
L1194[11:23:25] <unascribed> no, use
JEI
L1195[11:23:29] <xJon> Yeah
L1196[11:23:36] <unascribed> CB imploded
and then immediately after exploded
L1197[11:23:36] <tterrag> unascribed: JEI
doesn't have image dumps
L1198[11:23:37] <gigaherz> nah CB
disappeared between 1.8 and 1.8.9
L1199[11:23:41] <tterrag> otherwise, I
totally use JEI for everything :P
L1201[11:23:56] <unascribed> you mean
like this?
L1202[11:24:08] <tterrag> work with
1.8.9?
L1203[11:24:10]
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L1204[11:24:12] <unascribed> yes
L1205[11:24:13] <tterrag> it hasn't been
updated since dec
L1206[11:24:18] <unascribed> there's no
bulk render functionality yet
L1207[11:24:26] <unascribed> (this is my
mod)
L1208[11:24:45] <tterrag> I'll giv eit a
shot
L1209[11:24:46] <unascribed> I could
build it for 1.8.9
L1210[11:24:47] <tterrag> oh
L1211[11:24:50] <unascribed> but so
little changed
L1212[11:24:51] <tterrag> you're
"Aesen"?
L1213[11:24:52] <tterrag> O.o
L1214[11:24:53] <unascribed> it should
Just Work
L1215[11:25:06] <unascribed> yeah, I
tried to change my Curse nick to unascribed
L1216[11:25:10] <unascribed> but you
can't change your nick on Curse
L1217[11:25:27] <unascribed> so I wind up
as having two names, as Aesen is also the name of my minceraft
account
L1218[11:25:53] <tterrag> first
suggestion
L1219[11:25:55] <tterrag> make it work
with JEI :P
L1220[11:25:58] <tterrag> it says
"there's no slot there"
L1221[11:26:06] <unascribed> yeah, it
looks for GuiContainers
L1222[11:26:11] <tterrag> I get
that
L1223[11:26:16] <unascribed> the main
thing I'm probably going to do
L1224[11:26:21] <unascribed> as mentioned
in the comments
L1225[11:26:27] <unascribed> is to add a
render-by-modid function
L1226[11:26:46] <unascribed> though the
first thing I need to do to that end is port it to my one-jar
system
L1227[11:26:50] <unascribed> so I can
stop maintaining 3 codebases
L1228[11:27:06] <unascribed> then I may
actually want to work on it
L1229[11:34:04] <gigaherz> now that
there's a few other people,
L1231[11:34:21] <gigaherz> any thoughts
on the capability designs, and any ideas of other caps I could
include?
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L1235[11:46:53] <xJon> I did need
registerStat(), thanks xD
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L1239[11:58:40] <PaleoCrafter> gigaherz,
some facilities to easily attach caps to entities (especially
players)
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L1241[11:58:57] <PaleoCrafter> forgetting
things like the cloning is way too easy :P
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L1246[12:23:02] <Flenix> Having trouble
with TESR on 1.7.10. I'm using the tessellator - but when I look
aruond, the textures change/vanish. If I just use flat 0/1 as my
UVs it flickers between different vanilla textures, mostly mobs -
but when I use my block icons' UVs as you normally would they just
vanish when looking at certain angles. Anyone got any ideas?
L1247[12:23:37] <masa> are you binding
the texture?
L1248[12:24:27] <Flenix> No, I want to
use my block textures like I would for ISBRH's tessellation
L1249[12:24:50] <gigaherz> you still need
to bind the block atlas
L1250[12:24:55] <masa> what is the idea
in doing "this.rand.nextLong() / 2L * 2L + 1L;" ? why the
divide and then multiply again?
L1251[12:25:09] <gigaherz> masa: it
rounds down to a multiple of 2
L1252[12:25:12] <Flenix> Block atlas?
I've never heard of that giga
L1253[12:25:20] <masa> oh right of
course, derp..
L1254[12:25:20] <Flenix> How would I bind
that?
L1255[12:25:26] <unascribed>
TextureMap.locationBlocksTexture
L1256[12:25:30] <gigaherz> in 1.7.10,
there's two texture atlas, one for blocks, and one for items
L1257[12:25:39] <gigaherz> all the block
"icons" are stitched into one big texture
L1258[12:25:43] <gigaherz> you ahve to
bind the corresponding one
L1259[12:26:25] <masa> but would that
then be the same as doing "this.rand.nextLong() | 0x1;"
?
L1260[12:26:35] <masa> although.. does
that work with negative values
L1261[12:27:06] <unascribed> does
nextLong even generate negative values?
L1262[12:27:09] <Flenix> Ah there we go,
it's working now - I'm just getting some weird lighting issues when
I look instead
L1263[12:27:30] <Flenix> I'm sure I can
figure that out though, I don't really touch brightness in my
render code yet so it's probably something with that
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L1265[12:30:32] <unascribed> bleh, I'm
just going to drop 1.8.0 and 1.7.10 support in this mod
L1266[12:30:43] <unascribed> if you want
it, use an old version
L1267[12:33:34] <gigaherz> hmm how did I
add a message to a player chat?
L1268[12:33:35] <gigaherz> XD
L1269[12:33:49] <gigaherz> (or well, send
it from the server)
L1270[12:34:23] <gigaherz> I assume it's
player.addChatMessage, but I have no idea how to works with
IChatComponents
L1271[12:35:13] <gigaherz> ah found
ChatComponentText
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L1348[12:44:03] <Flenix> oh, bye
everyone
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L1407[12:51:08] <unascribed> hm
L1408[12:51:48] <unascribed> ah, just had
to enable depth test
L1409[12:52:30] <unascribed> figured
that'd be enabled by renderEffect
L1410[12:52:32] <unascribed> but
apparently not
L1411[12:52:34]
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computer has gone to sleep)
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L1414[12:58:43] <unascribed>
notRenderingEffectsInGui appears to do a whole lot of nothing
L1415[12:59:48]
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(Ping timeout: 190 seconds)
L1416[13:00:19] ***
mr208 is now known as mallrat208
L1417[13:00:34] <modmuss50> Quick yes or
no question: can obj baked models be animated? rotating for
example. Doesnt need to be part of it.
L1418[13:02:55] <unascribed> if you mean
rotating the entire thing
L1419[13:02:59] <unascribed> presumably
the answer is yes
L1420[13:03:12] <unascribed> I have not
personally tried rotating an obj baked model
L1421[13:03:18] <unascribed> but there's
no reason for it not to work
L1422[13:03:35] <williewillus> there is
not native support from the Forge animation API for objs yet
L1423[13:03:43] <williewillus> but you
can animate anything if you have a TESR :P
L1424[13:03:54] <williewillus> botania
pylons are three separately baked objs rendered by a tesr
L1425[13:03:56] <williewillus> that
glrotates them
L1426[13:04:18] <williewillus> modmuss50:
^
L1427[13:04:41]
⇦ Quits: Wastl2_ (~Wastl2@f052227175.adsl.alicedsl.de) (Quit:
Hi, I'm a quit message virus. Please replace your old line with
this one and help me take over the world of IRC.)
L1428[13:04:44] <unascribed> does anyone
know of a way to disable effect rendering? what appears to be the
way GuiAchievements tries to do it doesn't work at all
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L1430[13:04:45] <modmuss50> ah, ok that
awnsers my question, thanks
L1431[13:04:58] <unascribed> it sets a
boolean which isn't read by anythintg
L1432[13:05:00] <unascribed>
anything*
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L1514[13:14:58] <Flenix> Quick question;
ItemStack.isItemEqual - Does this check NBT data too? & I
assume it ignores stacksize?
L1515[13:14:59] <sham1> hmm, this bouncer
seems to be doing something weird
L1516[13:15:12] <sham1> Check the
code
L1517[13:15:42] <gigaherz> Flenix:
no
L1518[13:15:46] <gigaherz> it checks only
item+meta
L1519[13:15:48] <McJty> Flenix, easy to
see if you just go look in the source
L1520[13:15:50] <Wuppy> that moment when
you thank a developer for releasing paid DLC :P
L1521[13:15:54] <gigaherz> you have
ItemStack.areItemStackTagsEqual
L1522[13:15:59] <gigaherz> if you want to
compare nbt
L1523[13:16:03] <McJty> Flenix, i.e.
navigate to the implementation from within your NBT
L1524[13:16:03] <Wuppy> I just thanked
someone for giving him money xD
L1525[13:16:07] <McJty> IDEA I mean
L1526[13:16:19] <McJty> (IDE actually in
case you use Eclipse :-)
L1527[13:16:20] <gigaherz> Wuppy: so you
thanked them twice
L1528[13:16:21] <Flenix> Awesome perfect
:) McJty in 1.7.10 all the fields in those methods are
unlocalized
L1529[13:16:29] <gigaherz> ocne with
words, and once with money
L1530[13:16:38] <Wuppy> my favorite game
ever just got a *massive* DLC
L1531[13:16:39] <Flenix> ie
field_151002_e instead of somethingUseful
L1532[13:16:40] <McJty> Flenix, still not
that hard to see what they do in general
L1533[13:16:41] <Wuppy> so I'm happy as
hell
L1534[13:17:13] <sham1> Something about
Eclim
L1535[13:17:56] ***
Abrar|gone is now known as AbrarSyed
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L1537[13:19:10] <williewillus> Flenix:
also, you can look those up in the bot
L1538[13:19:14] <williewillus> (also,
update ;p)
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L1541[13:19:31] <Flenix> I totally forgot
that bot existed, that's a good point :P
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L1547[13:22:58] <williewillus> no idea in
hell what's happening
L1548[13:23:04] <williewillus> but
botania says UE so I'm guessing my fault
L1549[13:23:11] <williewillus> but thats
a ridiculous error
L1550[13:23:22] <unascribed> cpw/mods/fml
is the 1.7 FML package
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L1553[13:23:47] <Lumien> Yeah users using
1.7.10 versions in 1.8
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L1555[13:25:32] <FusionLord> is there a
way to get a server's ip from World?
L1556[13:25:46] <gigaherz> I don't get
it
L1557[13:26:15]
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L1558[13:26:23] <gigaherz> I haven't
found anywhere where the player CombatTracker is assigned, besides
the constructor
L1559[13:26:51] <gigaherz> and the
assignation clearly worked (it was assigned after
ReflectionHelper.setPrivateValue)
L1560[13:27:12] <gigaherz> and yet, by
the time it receives damage, it's assigned again with an original
instance
L1561[13:27:47] *
gigaherz tries using EntityJoinWorldEvent instead of
EntityConstructing
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L1563[13:29:05] <gigaherz> aha it works
tere
L1564[13:29:09] <gigaherz> maybe it was
too early :/
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L1566[13:30:22] <williewillus>
FusionLord: why do you need that?
L1567[13:30:26] <williewillus> also on
which side
L1568[13:31:21] <FusionLord> client side,
and to save a long per world
L1569[13:31:25] <gigaherz> \o/
L1570[13:32:04] <FusionLord> I want to
save a BlockPos as a long, that is the location of a gps
pointer
L1571[13:33:45] <gigaherz> [20:32:52]
[Server thread/WARN]: Item broke (1xitem.helmetCloth@55) and the
player got 2xitem.leather@0 in return!
L1572[13:34:02] <williewillus> lol
what
L1573[13:34:21] <williewillus> journeymap
is closed source?
L1574[13:34:59] <FusionLord> afaik
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L1601[13:35:49] <Lordmau5> net split
partay
L1602[13:35:55] <FusionLord> dat
split
L1603[13:35:58] <techbrew> for now,
eventually I'll open it williewillus
L1604[13:36:06] <williewillus> ah
L1605[13:36:12] <tterrag> fusion why are
you storing stuff in the client
L1606[13:36:15] <williewillus> I wanted
to see how you grabbed the world IP
L1607[13:36:16] <tterrag> That's
unreliable
L1608[13:36:25] <Lordmau5> woo \o/ got
animated overlay textures to work through a normal .png with
.mcmeta file
L1609[13:36:28] <williewillus> tterrag:
it's for a clientside mod :P
L1610[13:36:29] <Lordmau5> hype
L1611[13:36:30] <FusionLord> tterrag,
because it is a client only mod...
L1612[13:36:34] <tterrag> oh
L1613[13:36:39] <tterrag> What kind of
mod?
L1615[13:37:05] <FusionLord> its an arrow
that points to a BlockPos
L1616[13:37:06] <Lordmau5>
Getting-Sued-TM
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L1644[13:37:15] <tterrag> ahhh
L1645[13:37:19] <Lordmau5> welcome back,
nerds
L1646[13:37:41] <tterrag> Yeah idk, I
assume the ip is stored somewhere
L1647[13:37:47] <williewillus> lex: how
good/extensible/powerful do the loot tables in 1.9 look?
L1648[13:37:49] <tterrag> Don't have code
access atm
L1649[13:38:08] <FusionLord> techbrew,
how do you save info per world/server?
L1651[13:38:35] <diesieben07> FusionLord,
Minecraft#getCurrentServerData
L1652[13:38:58] <tterrag> yeah....using
the socket seems ugly
L1653[13:39:10] <tterrag> What diesie
said is better ;p
L1654[13:39:33] <techbrew> That's old
code, I don't think that was available client-side when I wrote it
4 years ago :)
L1655[13:39:55]
⇦ Quits: Drullkus (~Drullkus@205.155.154.1) (Remote host
closed the connection)
L1656[13:40:16] <techbrew> FusionLord:
Take the server nickname used by the player, string munge it to
something safe as a foldername, create
.minecraft/journeymap/data/mp/<foldername>
L1657[13:40:25] ***
MrKick|Away is now known as MrKickkiller
L1658[13:40:44] <FusionLord> Sounds
good.
L1659[13:40:47] <FusionLord> thanks
L1660[13:40:58]
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(Quit: Leaving)
L1661[13:41:07] <techbrew> Since ip load
balancers / bungee etc. make the socket info inconsistent
L1662[13:41:27] <techbrew> or when people
use ip proxies
L1663[13:41:51] <unascribed> the problem
with that is the server nickname isn't neccessarily unique
L1664[13:42:04] <unascribed> for example
I'm lazy and all my server nicknames are "Minecraft
Server"
L1665[13:42:44] <unascribed> the MOTD
usually contains the server name anyway
L1666[13:43:28]
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L1682[13:45:35] <FusionLord> so is there
a unique identifier for worlds?
L1683[13:46:33]
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190 seconds)
L1684[13:46:36]
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L1685[13:46:41] <gigaherz> IIRC
journeymap generates an UUID on the server and keeps it in the
config
L1686[13:47:06] <gigaherz> so when you
connect to a server that has journeymap, it can request that uuid,
and clearly differentiate between servers
L1687[13:47:21] <gigaherz> if the server
does not have the server-side mod, then it can't really
differentiate
L1688[13:48:06] <FusionLord> well it
won't hurt to load on the server, maybe i should do something
similar
L1689[13:48:37] <sham1> Jesus these
netsplits
L1690[13:49:39]
⇨ Joins: helinus|off (~helinus@znc.helinus.se)
L1691[13:49:52] <FusionLord> seed would
be closer but not fool proof
L1692[13:50:06] <techbrew> FusionLord:
gigaherz is correct if you enable it, but that's only really
relevant for bukkit/sponge servers.
L1693[13:50:47] <techbrew> having a
settable uuid is handy if you have a bungee server and have
identical worlds on diff boxes for load balancing - like a hunger
games map.
L1694[13:51:09] <techbrew> I tried to get
Mojang to just add a world uuid, but got no love.
L1696[13:53:54]
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L1697[13:56:07] ***
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L1698[13:57:12] <FusionLord> well I
upvoted :P
L1699[13:58:49]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L1700[13:58:56] <FusionLord> what if the
uuids were speciffic on the client, for ssp saved to the world
itsself and for servers saved in the servers.dat file?
L1701[14:01:34] <FusionLord> techbrew,
^
L1702[14:03:35] <bspkrs> want a class
renamed? now is the time to make your case
L1703[14:03:42] <bspkrs> !!issues
L1705[14:03:45]
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L1708[14:04:55] <techbrew> FusionLord,
for ssp it's a non issue, you have access to the world name and
folder name
L1709[14:13:52] <sham1> So
L1710[14:14:04] <sham1> Anyone have
anything interesting going on
L1711[14:14:46]
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L1712[14:14:56] <LexManos> !gc
WeightedRandomMinecart
L1713[14:15:11] <Ordinastie> !gm
func_110571_b
L1714[14:17:21]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
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L1716[14:23:26] <tterrag> BlockContainer
needs a change
L1717[14:23:28] <tterrag> to what I'm not
sure
L1718[14:23:29] <tterrag> any
ideas?
L1719[14:23:48] <diesieben07>
NeverUseMe
L1720[14:23:50] <sham1> :D
L1721[14:23:54] <tterrag> yeah
L1722[14:24:01] <diesieben07>
ICanGoSuckA****
L1723[14:24:08] <sham1>
"NeverUseMe" => I should totally use this
L1724[14:24:28] <tterrag> it needs a name
that explains it without advocating its use
L1725[14:24:36] <tterrag> it
L1726[14:24:39] <unascribed>
BlockVanillaTile
L1727[14:24:41] <tterrag> it's basically
"BlockWithATE"
L1728[14:24:49] <sham1>
VanillaTEBlock
L1729[14:24:53] <tterrag> has to start
with block
L1730[14:24:55] <tterrag> conventions
:P
L1731[14:25:03] <tterrag> I don't mind
BlockVanillaTile
L1732[14:25:12] <tterrag> or
BlockVanillaTE to be more explicit
L1733[14:25:16] <diesieben07> it also has
some very weird stuff in it with cactus blocks
L1734[14:25:21] <diesieben07> no idea why
it is THERE :D
L1735[14:25:36] <tterrag> !gm
func_181086_a
L1736[14:25:41] <tterrag> the hell
L1737[14:25:43] <unascribed> add a
javadoc to it as well mentioning it's not useful for mods
L1738[14:25:51] <unascribed> and modders
should use createTileEntity/hasTileEntity/etc
L1739[14:26:14] <unascribed> is it
possible to put a javadoc on a class?
L1740[14:26:33] <fry> put it on the
constructor :P
L1741[14:26:37] <tterrag> with
mcpbot?
L1742[14:26:39] <tterrag> dunno
L1743[14:26:40] <tterrag> bspkrs: ?
L1744[14:26:46] <unascribed> constructor
would be an okay place I guess
L1745[14:27:25] <bspkrs> class javadocs
are not currently a thing because the existing files have no place
to put them
L1747[14:28:29] <tterrag> WAIT
L1748[14:28:37] <tterrag>
cactuses->cacti
L1749[14:28:38] <tterrag> :>
L1750[14:28:47] <tterrag> fixed
L1751[14:29:14] <diesieben07>
cactupussy
L1753[14:29:48]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
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L1754[14:29:53] <sham1> Cactuses and
cacti are both correct
L1755[14:30:26] <unascribed>
cactisuses
L1756[14:30:31] <tterrag> cacti is
undeniably cooler though
L1757[14:30:36] <sham1> True
L1758[14:31:18] <unascribed> all of the
methods in LoadingScreenRenderer have awful awful names
L1759[14:32:22] <diesieben07> the
javadocs is even worse :D
L1760[14:34:48] <unascribed> wow, I
haven't checked this class in a few versions
L1761[14:34:51] <unascribed> it has tons
of weird behavior
L1762[14:35:00] *
unascribed writes his own loading screen renderer
instead
L1764[14:35:51]
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L1775[14:43:34]
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(~CazzarZNC@vocaloid.lovers.at.cazzar.net)
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L1779[14:45:48] <AbrarSyed> .whois
Wuppy
L1780[14:46:30] <Wuppy> me :D
L1781[14:46:34]
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L1782[14:46:44] <Wuppy> lemme restart IRC
real quick
L1783[14:46:45]
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(Quit: Leaving)
L1784[14:47:02] <AbrarSyed> hmmm
L1785[14:47:06] <AbrarSyed> it doeasn
appear to be connected..
L1786[14:47:29]
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(~Wuppy@5072BE60.static.ziggozakelijk.nl)
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L1789[14:54:31] ***
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L1790[14:54:32]
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L1791[14:54:48] <Wuppy> thanks Abrar
:)
L1792[14:54:56]
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L1804[15:10:48] <unascribed> I'm
implementing the modid rendering
L1805[15:11:02] <tterrag> heh
L1806[15:11:03] <tterrag> neat
L1807[15:13:07]
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L1809[15:13:24] <LatvianModder> smallest
netsplit ever
L1810[15:13:52]
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(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
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L1814[15:18:06] <tterrag> LatvianModder:
pretty sure that was just a znc drop
L1815[15:18:11] <tterrag> weird my client
says it was a netsplit too :P
L1816[15:19:10] <unascribed> it accepts a
comma-separated list
L1817[15:19:16]
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L1818[15:19:44] ***
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L1819[15:21:26] <Wuppy> wow... Runescape
is still being maintained and actually looks relaly quite good now
:o
L1820[15:24:25]
⇨ Joins: PBlock96
(~PBlock96@lawn-143-215-61-170.lawn.gatech.edu)
L1821[15:25:16] <FusionLord> i like the
oldschool look the RS3 look is too cartoony to me
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⇨ Joins: Upthorn
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L1823[15:25:58] <LexManos> !gm
func_181086_a
L1824[15:26:48] <LexManos> !gm
func_181087_e
L1825[15:28:37] <LexManos> !sm 181086
isInvalidNeighbor
L1826[15:28:42] ***
illy is now known as ily
L1827[15:28:50] <LexManos> !sm 181087
hasInvalidNeighbor
L1828[15:28:57]
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timeout: 186 seconds)
L1829[15:29:19] <techbrew> My neighbor is
in a wheelchair
L1830[15:29:22]
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ZNC 1.6.2 - http://znc.in)
L1831[15:29:34] <techbrew>
techbrew.hasInvalidNeighbor()==true
L1832[15:29:45] <unascribed> :/
L1833[15:29:45]
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(~LordIllyo@2604:a880:800:10::94a:8001)
L1835[15:30:04] *
tterrag boos
L1837[15:30:18] <unascribed> 10/10 best
chest ever rendered
L1838[15:30:51] <Lordmau5> wow wow wow
wait what
L1839[15:30:51]
⇨ Joins: gamemanj (~gamemanj@is.aww.moe)
L1841[15:30:57] <Lordmau5> I need that
game
L1842[15:31:12] <heldplayer> I like the
lock made out of lava
L1843[15:31:38]
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(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
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L1846[15:36:46] <unascribed> hm
L1847[15:36:53] <unascribed> the textures
work fine if you join and then leave a world
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(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1850[15:39:41] <unascribed> stuff like
farmland renders as a block with no model
L1851[15:39:50] <unascribed> new
plan
L1852[15:39:55] <unascribed> let's not
try to render items and blocks when not in a world
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(~Terje@cm-84.210.171.146.getinternet.no)
L1860[15:45:09] <Arctic_Wolfy> Hello, is
it possible to get help with a problem with a mod and forge for MC
1.7.10?
L1861[15:45:59]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1862[15:47:03] <tterrag> you're in the
right place
L1863[15:47:05] <tterrag> don't ask to
ask
L1864[15:47:10] <unascribed> yes, but
expect some people to suggest updating to 1.8.9 as a solution
L1865[15:47:35] <gigaherz> no we suggest
1.8.9 as a way for us to help better ;P
L1866[15:47:46] <Arctic_Wolfy> Okay. And
I've heard 1.8 is a bit hard..
L1867[15:47:54] <gigaherz> at least for
me, helping people with 1.8.9 issues means much higher chances that
I have encountered the issue and know how to fix it
L1868[15:48:00] <unascribed> it's not
"a bit hard", it's different
L1869[15:48:08] <unascribed> items and
blocks are models now instead of raw rendering
L1870[15:48:20] <gigaherz> it's a tiny
bit more involved
L1871[15:48:28] ***
kroeser is now known as kroeser|away
L1872[15:48:29] <gigaherz> but the final
flexibility and customizability are worth it
L1873[15:48:33]
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L1874[15:48:58] <gigaherz> the key is to
learn how forge blockstates are amazing
L1875[15:49:09] <tterrag> oh, my mind
totally skipped over the "1.7.10" part of that
L1876[15:49:28] <tterrag> you can ask but
be prepared to get 1.8-pressured
L1877[15:49:31] <tterrag> as you've
noticed >.>
L1878[15:49:40] <gigaherz> ok now that we
HAVE told you the wonders of 1.8
L1879[15:49:41] <unascribed> lol
L1880[15:49:43] <gigaherz> what's your
issue, really?
L1881[15:49:44] <unascribed> anyway,
what's your question
L1882[15:49:44] <gigaherz> ;P
L1883[15:49:46] <Arctic_Wolfy> I'm making
a mod, and in my test env, it loads, but it won't when I compile it
to use on minecraft.
L1884[15:49:54]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@206.223.179.158)
L1885[15:49:54] <gigaherz> do you use
reflection?
L1886[15:50:05] <Arctic_Wolfy>
Reflection?
L1887[15:50:09] <unascribed> send logs
and/or crash report
L1888[15:50:09] <gigaherz> okay
L1889[15:50:12] <gigaherz> do you have
crash logs?
L1890[15:50:27] <Arctic_Wolfy> Yes, I do
have logs.
L1891[15:50:34] <gigaherz> pastebin
L1892[15:50:35] <gigaherz> or gist
L1894[15:50:52] <gigaherz> or whatever
your favorite way to paste that doesn't involve dumping things
directly onto IRC is
L1895[15:51:42]
⇨ Joins: iari (~iari@evana.futhark24.org)
L1897[15:52:31] <unascribed> how're you
building them od?
L1898[15:52:33] <unascribed> the
mod*
L1899[15:52:35] <unascribed> `gradle
build`?
L1900[15:52:57] <gigaherz> that looks
like it's missing code XD
L1901[15:53:04] <Arctic_Wolfy> I entered
"gradlew jar".
L1902[15:53:10] <tterrag> yeah
L1903[15:53:11] <tterrag> use build
L1904[15:53:11] <unascribed> that didn't
run the reobf step
L1905[15:53:12] <gigaherz> that's not a
full build
L1906[15:53:13] <tterrag> !next
L1907[15:53:14] <unascribed> you need to
use 'build;'
L1908[15:53:16] <unascribed>
'build'*
L1909[15:53:20] <gigaherz> "gradlew
build" is what you want
L1910[15:53:23] <Arctic_Wolfy>
Okay.
L1911[15:53:30] <Arctic_Wolfy> Let me see
then
L1912[15:53:36] <unascribed> random
question, is there a mod to nuke Realms from orbit
L1913[15:53:43] <tterrag> not that I know
of
L1914[15:53:45] <tterrag> but it'd be
pretty easy
L1915[15:53:51] <unascribed> the blinking
diamond on the title screen is making me want to go to Mojang HQ
with a box of matches
L1916[15:53:54] <gigaherz> there's mods
to customize the main menu
L1917[15:54:01] <gigaherz> ah the
blinking diamond
L1918[15:54:05] <gigaherz> that goes away
if you click on realms
L1919[15:54:09] <unascribed> I did
L1920[15:54:12] <unascribed> but it's
still there
L1921[15:54:16] <unascribed> it wants me
to start a trial
L1922[15:54:25] <gigaherz> hmm i think it
went away for me
L1923[15:54:30] <gigaherz> maybe only in
non-dev
L1924[15:54:43] <unascribed> yeah, I
don't see it in dev since I don't have a valid session
L1925[15:54:52] <gigaherz> yeah but
anyhow as I was about to say
L1926[15:55:01] <gigaherz> the realms
thingy is not part of the butotn
L1927[15:55:04] <gigaherz> button*
L1928[15:55:09] <gigaherz> it's drawn
afterward, hardcoded
L1929[15:55:23] ***
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L1930[15:55:34] <gigaherz> so you'd need
a mod that actually REPLACES the main menu, it's not enough to
replace the button controls
L1931[15:55:49] <gigaherz> yeah the
realms thing doesn't show for me in dev either
L1932[15:55:51] *
unascribed writes an ASM mod that just deletes realms
L1933[15:56:13] ***
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L1934[15:56:21] <Arctic_Wolfy> Oh now it
puts the items in order... >.<
L1935[15:58:23]
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L1936[15:58:51] <sham1> :D
L1937[15:59:00] <sham1> Cam't you change
the main menu with an event
L1938[15:59:03] <gigaherz> forge
remembers the internal IDs of the items, so if you added the
m"out of order" during development
L1939[15:59:07] <gigaherz> sham1: the
buttons, yes
L1940[15:59:19] <sham1> Mmm
L1941[15:59:20] <gigaherz> but you can't
override the code that draws the blinking icon on top of the
button
L1942[15:59:26] <sham1> Bah
L1943[15:59:28] <gigaherz> that's why
forge moved the mods button to the left
L1944[15:59:35] <sham1> Damn it
Realm
L1945[15:59:39] <gigaherz> because it was
less work than moving the icon XD
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L1947[16:00:04] <Arctic_Wolfy> I'm pretty
sure I added the items at the same time.
L1948[16:00:27] <thor12022_oops> couldn't
replace the icon texture with something transparent?
L1949[16:00:43]
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L1950[16:00:51] <gigaherz>
thor12022_oops: forge does not want to remove the icon
L1951[16:00:58] <thor12022_oops> well,
not in forge
L1952[16:01:04] <thor12022_oops> I meant
in general
L1953[16:01:12] <gigaherz> I guess
unascribed could replace it in a resourcepack
L1954[16:01:15] <gigaherz> with a
transparent texture
L1955[16:01:15] <gigaherz> XD
L1956[16:02:04] <thor12022_oops> or the
silliest 1-function mod ever
L1957[16:02:40]
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L1958[16:03:08] <gigaherz> speaking about
silly mods ;P
L1959[16:03:17] <gigaherz> I did this
earlier today
L1961[16:03:19]
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L1962[16:03:45] <gigaherz> I'd like
comments on the capability design, and maybe also ideas on other
simple "standarizable" APIs I could include in it
L1963[16:03:53]
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L1973[16:15:36] <unascribed> is there a
simple way to disable the sources jar in FG2?
L1974[16:15:52] <unascribed> it's getting
autodeployed by uploadArchives
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L1976[16:18:57] <gigaherz> yes
L1977[16:19:03] <gigaherz> check the
default build.gradle
L1978[16:19:11] <gigaherz> it has a
commented out line
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L1981[16:19:55] *
unascribed downloads the MDK
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L1984[16:24:38] <Arctic_Wolfy> New
problem... It seams a chat msg doesn't always get sent...
L1986[16:25:41] <unascribed> should fix
your "no bulk renderers for 1.8.9" problem :P
L1987[16:26:39] <Arctic_Wolfy> Why might
a chat msg get skipped?
L1988[16:26:50] <williewillus> what do
you mean skipped?
L1989[16:27:11] <williewillus> iirc a
command caught client side doesnt get sent to the server, but not
sure about that
L1990[16:27:12]
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L1991[16:27:43] <Arctic_Wolfy> Like I
should have a total of four msgs, But I only have three.
L1992[16:27:48] ***
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L1993[16:28:22] <williewillus> what are
these messages/how are you sending them? (what class and method
call and where)
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L1998[16:29:50] <killjoy> are you
limiting how fast they get sent?
L1999[16:29:56] <killjoy> the server will
reject spam
L2000[16:29:57] <Arctic_Wolfy> The msg is
from Item.onArmorTick and lets the player know that his armor broke
due to the enviroment.
L2001[16:30:14] <killjoy> oh, you're
using printChatMessage
L2002[16:30:20] <Arctic_Wolfy> And IDK
how fast.
L2003[16:30:21] <killjoy> or
similar
L2004[16:30:23] <FusionLord> unascribed,
that is awesome
L2005[16:30:30] <williewillus> can you
show the code around where you send it?
L2006[16:30:33] <unascribed> thanks, it's
not terribly complicated though
L2007[16:30:40] <killjoy> if you don't
know how fast, it's probably a few milis
L2008[16:30:54] <williewillus> killjoy:
well its only when the armor breaks
L2009[16:30:58] <williewillus> so
:P
L2010[16:31:25] <Arctic_Wolfy> I'm using
EntityPlayer.addChatComponentMessage
L2011[16:31:37] <williewillus> yeah but
how are you building the message
L2013[16:32:01] <williewillus> ew, what
the hell???
L2014[16:32:03] <williewillus> don't do
that
L2015[16:32:12] <Arctic_Wolfy> Hmm?
L2016[16:32:19] <williewillus> the thing
killjoy linked
L2017[16:32:22] <williewillus> ignore
that :P
L2018[16:32:28] <Arctic_Wolfy>
Okay.
L2019[16:33:15] <unascribed> you're doing
something to the effect of
"Minecraft.getMinecraft().ingameGUI.getChatGUI().printChatMessage".
correct?
L2020[16:33:32] <williewillus> just
pastebin your raw code
L2021[16:33:34] <williewillus> from that
method
L2022[16:33:34] <tterrag> why would you
do that? O.o
L2023[16:33:38] <Arctic_Wolfy> I'm
sending basicly ItemStack.[unnamed_func].appendText(text)
L2024[16:33:45] <unascribed> well, that's
the one-line collapsed version of it
L2025[16:33:48] <williewillus> show
code
L2026[16:33:50] <williewillus> :P
L2027[16:33:51] <tterrag>
player.addChatMessage O.o
L2028[16:33:52] ***
K-4U is now known as K-4U|Off
L2029[16:33:55] <williewillus> itll make
it much easier
L2030[16:33:59] <unascribed> ...that's a
thing?
L2031[16:34:06] <williewillus> yes?
:P
L2032[16:34:08]
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L2033[16:34:13] <unascribed> that's what
I get for spending 90% of my time in GUI code >.>
L2034[16:34:18] <williewillus> how else
you think the server sends messages to players lol
L2036[16:34:27] <gigaherz> lol
L2037[16:34:52] <Arctic_Wolfy> What now?
I'm not sure who is talking to me, or some one else... x.x
L2038[16:34:58] <unascribed> ignore
everything I said
L2039[16:35:00] <williewillus>
Arctic_Wolfy: pastebin your code
L2040[16:35:06] <tterrag> Arctic_Wolfy:
why are you not using player.addChatMessage
L2041[16:35:07] <unascribed> I usually
write client code and I'm a confused idiot who doesn't know what
he's talking about
L2042[16:35:25] <williewillus> he is
:P
L2043[16:35:40] <tterrag> oh
L2044[16:35:41] <williewillus> I think at
least, just show code
L2045[16:35:44] <tterrag> then uh
L2046[16:35:46] <tterrag> yeah post code
:D
L2047[16:36:46]
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L2049[16:37:45] <williewillus> remove the
remote checks
L2050[16:38:28] <Arctic_Wolfy> Why? I get
the msg twice before.
L2051[16:38:35] <williewillus> move it to
the top level
L2052[16:38:45] <williewillus> if
(!isRemote && player.isWet())
L2053[16:38:51] <williewillus> so it only
happens on the server
L2054[16:38:55] <Arctic_Wolfy>
Okay.
L2055[16:38:56] <tterrag> yeah, do it on
the server, not client
L2056[16:39:20] <williewillus> also
*seems ;p
L2057[16:40:10] <Arctic_Wolfy> Okay, will
try now.
L2058[16:41:59] <Arctic_Wolfy> So far
getting every msg.
L2059[16:43:04]
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L2061[16:45:36] <killjoy> (third
option)
L2062[16:45:47] <williewillus> lol
L2063[16:45:49]
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L2064[16:45:54] <williewillus> what is
that
L2065[16:45:59] <killjoy> Time Machine is
a mac thing
L2066[16:46:22] <diesieben07> (*) Other.
___Retrieve USB stick from secret underground bunker.___
L2067[16:46:34] <killjoy> That's manual
backup
L2068[16:46:43] <unascribed> file history
has never worked on any Windows computer I have ever used
L2069[16:46:46] <killjoy> and you can do
all of these on a usb stick
L2070[16:47:04] <killjoy> It works for me
on windows 10
L2071[16:48:33] <gigaherz> "previous
versions" stuff is built on top of the volume shadow copy
services, same thing that allows system restore to exist
L2072[16:48:35] <williewillus> rsync
:P
L2073[16:48:58] <gigaherz> I find that it
never seems to backup the files I did lose
L2074[16:48:59] <gigaherz> XD
L2075[16:50:30]
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L2081[16:56:36] ***
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L2082[17:01:57] <killjoy> There was a
launcher update. What was in it?
L2083[17:02:09]
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L2086[17:02:40] <kashike> launcher uses
cloudfront/new urls, and a different format now apparently
L2087[17:03:19] <williewillus> really
excited for the 1.9 loot tables
L2089[17:04:24] <tterrag> hm...what's the
best way to sync something in an entity without using the
datawatcher (can't use it)
L2090[17:04:33] <Arctic_Wolfy> So a
regular armor set takes 24 materials to make... If I had paper
armor whose damage reduction is that of iron, do you think having
216 material per paper armor set would balance it out?
L2091[17:04:44] <tterrag> no
L2092[17:04:52] <tterrag> paper is an
exponentially farmable resource
L2094[17:04:54] <tterrag> iron is
not
L2095[17:04:58] <tterrag> no amount of
paper makes it more balanced
L2096[17:05:12] <killjoy> Looks like the
launcher is going to download server soon
L2097[17:05:23] <tterrag> anyone?
L2098[17:05:29]
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L2099[17:05:34] <Arctic_Wolfy> It's for
early game. And it has less duribility.
L2100[17:05:48] <kashike> tterrag: can't
use datawatcher why?
L2101[17:05:50] <tterrag> sure, but same
protection value is ludicrous
L2102[17:05:51] <williewillus> iron level
protection from paper materials? :P
L2103[17:05:53] <tterrag> again, consider
paper as virtually infinite
L2104[17:05:58] <williewillus> at leas
tmake it leather
L2105[17:06:00] <williewillus> if not
worse
L2106[17:06:12] <tterrag> kashike:
actually, nevermind lol
L2107[17:06:18] <tterrag> this is an
enum, I can easily serialize to an int
L2108[17:06:20] <Arctic_Wolfy> Why? I'm
doing more realostic.
L2109[17:06:22] <tterrag> not thinking
today
L2110[17:06:26] <williewillus>
"realistic"
L2111[17:06:29] <williewillus> would be 0
armor value
L2112[17:06:34] <williewillus> because
who the hell uses paper as armor :P
L2113[17:06:35] <Arctic_Wolfy>
Nope.
L2114[17:06:42] <williewillus> any sword
would slash through in one strike
L2115[17:06:43] <Arctic_Wolfy> Chinise
did.
L2116[17:06:51] <williewillus>
Chinese*
L2117[17:06:53] <Arctic_Wolfy> And no it
would not.
L2118[17:07:02] <williewillus> then it's
not "paper"
L2119[17:07:09] <Arctic_Wolfy> Is
was.
L2120[17:07:34] <williewillus> not paper
in the respect of the mc paper
L2121[17:07:37] <williewillus> that was
treated resin
L2122[17:07:45] <Arctic_Wolfy> 1/2 inch
thick, but it was paper.
L2123[17:07:49] <williewillus> super
special process to make and treat
L2124[17:07:53] <williewillus> not
minecraft paper :P
L2125[17:08:08] <williewillus> so change
the recipe if you're going for realism
L2126[17:08:10] <Arctic_Wolfy> Nope, no
special treatment.
L2127[17:08:48] <Arctic_Wolfy> I'm basing
it off of what the Mythbusters found out.
L2128[17:09:13] <williewillus> whatever
then, but paper isn't a very balenced resource like tterrag
said
L2129[17:09:55] <Arctic_Wolfy> Paper is
on par with steel iron when they tested it.
L2130[17:10:11] <Arctic_Wolfy> And it's
going to require string too.
L2131[17:10:19] <williewillus> i dont
care, I'm just going to abuse the hell out of it if I ever play it
:D
L2132[17:10:20] <tterrag> see, that's an
important detail
L2133[17:10:24] <tterrag> string isn't as
easily farmable
L2134[17:10:25] <tterrag> still
farmable
L2135[17:10:28] <tterrag> but not as
easy
L2136[17:11:20] <Arctic_Wolfy> My
calsulations are that paper is x9 and string is x4.
L2137[17:12:19] <Arctic_Wolfy> But might
increase it.
L2138[17:12:37] <unascribed> it is so
ridiculously easy to get tons of paper even without a reed
farm
L2139[17:12:38] <Arctic_Wolfy> I dunno
yet.
L2140[17:12:57] <tterrag> what the
hell
L2141[17:13:00] <Arctic_Wolfy> How w/o a
farm?
L2142[17:13:02] <tterrag> why is
entityInit called IN THE CONSTRUCTOR
L2143[17:13:06] <tterrag> what's the
point of that?!?
L2144[17:13:07] <unascribed> just
exploring a little
L2145[17:13:21] <unascribed> tterrag,
it's just to make you mad
L2146[17:13:26] <tterrag> I can't use my
instance field
L2147[17:13:41] <diesieben07> then you
dont wnat entityInit
L2148[17:13:45] <diesieben07> it is for
stuff like data watcher setup
L2149[17:13:47] <tterrag> that's where
youa dd datawatcher
L2150[17:13:50] <diesieben07> which needs
to be done from the super constuctor
L2151[17:13:54] <tterrag>
this.getDataWatcher().addObject(DATA_ID, task.ordinal());
L2152[17:13:56] <tterrag> what else do I
do then
L2153[17:14:14] <diesieben07> you either
have a field OR a data watcher
L2154[17:14:15] <diesieben07> not
both
L2155[17:14:16] ***
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L2156[17:14:29] <diesieben07> data
duplication is bad
L2157[17:14:35] <diesieben07> then you
have to keep it in sync, it sucks
L2158[17:14:53] <tterrag> don't justify
calling instance methods in constructor >_>
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L2161[17:15:03] <tterrag> I have fixed it
though
L2162[17:15:03] <diesieben07> i am
not
L2163[17:15:16] <diesieben07> what i said
is not related to the entityInit
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L2169[17:22:15] <Arctic_Wolfy> How can I
tell if the player is on fire?
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L2171[17:23:05] <williewillus> theres a
method in entity
L2172[17:23:24] <diesieben07> isBurning i
think
L2173[17:23:31]
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L2174[17:23:59] <Arctic_Wolfy> ok
L2175[17:24:01] <Arctic_Wolfy> Thx
L2176[17:25:13]
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L2181[17:31:13] <blood|wrk> \
L2182[17:32:33] <Arctic_Wolfy> Okay...
isBurning is apparently false when your are still on fire but not
in fire, or lava..
L2183[17:32:52] <williewillus> of course
:P
L2184[17:32:57] <williewillus> you're
burning
L2185[17:33:45]
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L2186[17:33:49] <Arctic_Wolfy> Then why
is it false?
L2188[17:34:35] <tterrag> can anyone
guess what I did? :P
L2189[17:35:16] <unascribed> is the
oopsie that it is eternally exploding?
L2190[17:35:24] <unascribed> because that
seems like a feature
L2191[17:35:41] <tterrag> I'm thinking of
making it one
L2192[17:35:43] <tterrag> maybe a little
toned down
L2193[17:35:50] <tterrag> but no, it was
not intentional :P
L2194[17:36:12] <williewillus> there
might be another method call
L2195[17:37:00] <Arctic_Wolfy>
williewillus, talking to me?
L2196[17:37:04] <williewillus> yeah
L2197[17:37:31] <diesieben07> isBurning
should be fine looking at it
L2198[17:37:52] <Arctic_Wolfy> Any idea?
B/c if you ask me... isBurning should be true is you are on
fire...
L2199[17:38:05] <diesieben07> looking at
the code, it is :D
L2200[17:38:10] <diesieben07> unless you
are immune to fire.
L2201[17:38:34] <Arctic_Wolfy> My armor
should be taking damage if isBurning is true..
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L2203[17:39:03] <diesieben07> show your
code.
L2204[17:39:20]
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L2207[17:41:52] <diesieben07> line85
seems really shady
L2208[17:41:57] <diesieben07> overall
that code is kinda weid
L2209[17:42:23] <Arctic_Wolfy> Looks like
I missed some thing..
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L2211[17:43:56] <williewillus> instance
fields in item classes
L2212[17:44:00] <williewillus> ?
L2213[17:44:15] <Arctic_Wolfy> instance
fields?
L2214[17:44:22] <Arctic_Wolfy> Also
fixed.
L2215[17:44:23] <williewillus> oh those
are constants
L2216[17:44:31] <Arctic_Wolfy> And
ya.
L2217[17:44:35] <williewillus> you should
make them look like constants lol
L2218[17:44:46] <Arctic_Wolfy> I
should...
L2219[17:44:50] <williewillus> what was
the issue?
L2220[17:44:50] <FusionLord> does anyone
know off hand, how forge adds the Mod Options buttons, is that with
the GuiScreenEvent?
L2221[17:45:00] <diesieben07> it just
patches GuiMainMenu
L2222[17:45:13] <Arctic_Wolfy> I was
writing to the wrong tag.
L2223[17:45:17] <diesieben07> or
whichever GUI it is in
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L2225[17:45:48] <FusionLord> its on the
mainmenu and on the pause screen
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L2227[17:45:55] <FusionLord> guessing
patches in both
L2228[17:46:05] <diesieben07> yea
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L2230[17:46:29] <Arctic_Wolfy> But hey,
good armor for the end.
L2231[17:46:34] <FusionLord> but in
theory it could be done with GuiScreenEvents
L2232[17:46:39] <diesieben07> yes
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L2234[17:47:31] <FusionLord>
shadekiller666, In ObjModels why do the BakedQuads only have tint
of -1?
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L2236[17:48:00] <shadekiller666> ?
L2237[17:49:56] <FusionLord> well I am
using BlockModelRenderer().renderModelBrightnessColor and the color
params have no effect so I looked into it and the color is only
applied when there is a tintIndex other than -1
L2238[17:50:40] <shadekiller666>
uhhh
L2239[17:50:43] <shadekiller666> ok
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L2241[17:51:40] <FusionLord> I don't
understand everything that is in the objmodel/loader but I was
unable to find anything setting the tintIndex of the BakedQuads to
something other than -1
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L2244[17:53:39] <shadekiller666> what
vertex format are you using?
L2245[17:53:59] <FusionLord>
DefaultVertexFormats.ITEM
L2246[17:54:17] <shadekiller666> thats
likely the problem
L2247[17:54:33] <shadekiller666> try
Attributes.DEFAULT_BAKED_FORMAT
L2248[17:54:55] <FusionLord> 1 sec I
think I had another issue what that one
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L2252[17:58:51] <FusionLord> doesn't seem
to have made a difference
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L2256[18:01:32] <FusionLord> yeah
brightness is still the only working param
L2257[18:02:00] <shadekiller666> uhh
ok
L2258[18:02:23] <shadekiller666> i have
no idea if this is still a problem, there are OBJLoader updates
sitting in a PR atm
L2259[18:03:52] <FusionLord> oh fun
L2260[18:03:54] <FusionLord> lol
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L2270[18:37:34] <tterrag> wait
L2271[18:37:36] <tterrag> it's a
horse??
L2272[18:37:46] <tterrag> I was messing
around with my custom firework entity
L2273[18:37:47] <tterrag> and got
that
L2274[18:37:48] <tterrag> O.o
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L2276[18:40:29] <LexManos> quick guys, i
need a simple 1 jar mod that adds 1 or 2 blocks
L2277[18:40:35] <LexManos> that I can
test in dev
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L2279[18:41:23] <tterrag> lex: for
1.8.9?
L2280[18:41:27] <LexManos> yes
L2281[18:41:30] <tterrag> umm
L2282[18:41:44] <LexManos> I am using
IrconChests but I need a second one
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L2285[18:42:40] <tterrag> that adds 1
block
L2286[18:42:40] <tterrag> it's got some
fancy shmancy rendering though
L2287[18:42:40] <tterrag> still
looking
L2288[18:43:32] <tterrag> actually
scratch that one you can't place it without an inv to place it
on
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L2291[18:44:50] <tterrag> bit of a noob
mod but fits the bill
L2292[18:46:08] <tterrag> yeah idk, not
too many of those it seems O.o
L2293[18:46:17]
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L2296[18:54:19] <tterrag> wat
L2297[18:54:48]
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L2298[18:55:05] <unascribed> ugh,
moveEntity is a huge method
L2299[18:55:33] <tterrag> the line
is
L2300[18:55:33] <tterrag> p_70091_3_ =
((AxisAlignedBB)list.get(i)).calculateYOffset(this.boundingBox,
p_70091_3_);
L2301[18:55:40] <tterrag>
which...whaaa?
L2302[18:57:35] <diesieben07> i think
there was a youtube video onec that pretty muhc explained how
moveEntity works
L2303[18:58:00] <fry> wat
L2304[18:58:33]
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L2305[18:58:43] <diesieben07> well, nto
really
L2306[18:58:53] <diesieben07> they were
debugging a mojang bug and telling them how to fix it
L2307[18:59:00] <diesieben07> i'm trying
to find it
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L2311[18:59:51] <tterrag> I just want to
know why it's crashing O.o
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L2319[19:03:25] <Unh0ly_Tigg> tterrag, my
guess is that either the list is null, or the list entry at that
index is null.
L2320[19:03:32] <tterrag> well yeah
L2321[19:03:33] <tterrag> but why?
L2322[19:03:36] <tterrag> and how to
fix?
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L2325[19:10:57] <tterrag> wait what
L2326[19:11:09] <tterrag> now I get an
indexOutOfBoundsException
L2327[19:11:22] <tterrag>
that's...not...possible...
L2328[19:11:26] <fry> are you doing any
threading? :P
L2329[19:11:30] <tterrag> god no
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L2331[19:11:37] <fry> are you hotswapping
classes? :p
L2332[19:12:02] <tterrag> I'm in debug
mode
L2333[19:12:07] <tterrag> but I didn't
swap anything no
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L2335[19:12:48] <tterrag> it's also
happening on a horse
L2336[19:12:50] <tterrag> not my
entity
L2337[19:12:52] <tterrag> what
L2338[19:13:19] <tterrag> what did I do
to break it so bad
L2339[19:13:22] <tterrag> I hate entities
so much
L2340[19:13:27] <tterrag> you can't touch
them without breaking EVERYTHING
L2341[19:13:33] <fry> indeed
L2342[19:13:53] <fry> why do you think I
do rendering? it's almost the sanest part of the codebase :P
L2343[19:14:21] <tterrag> good one
L2344[19:14:51] <fry> I remember looking
at entities back in the day
L2345[19:14:57] <Unh0ly_Tigg> Personally,
I think the sanest part of the codebase is
net.minecraft.client.main.Main.
L2346[19:15:01] <Unh0ly_Tigg> /s
L2347[19:15:02] <fry> and finding shit
like generic NBT methods in the Entity class
L2348[19:15:11] <tterrag> I'm gonna test
this without other mods
L2349[19:15:18] <killjoy> well that's an
actual Mojang name
L2350[19:15:25] <tterrag> I have a
inkling it may be ASM crap from CoFH or otherwise
L2351[19:15:43] <fry> that's entirely
possible
L2352[19:15:44] <killjoy>
net.minecraft.server.MinecraftServer is too
L2353[19:15:57] <killjoy> and
net.minecraft.client.Minecraft
L2354[19:16:04] <fry> thought I don't
believe CoFH and horses exist on the same version, do they?
:p
L2355[19:16:15] <unascribed> horses were
added in 1.6
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L2357[19:16:39] <fry> ah, that long
ago?
L2358[19:16:44] <unascribed> yes :P
L2359[19:16:45] <Unh0ly_Tigg> you know,
The Horse Update...
L2360[19:16:47] <unascribed> 1.7 was the
biome update
L2361[19:16:48] <fry> hah
L2362[19:16:53] <unascribed> 1.8 was the
VBO update
L2363[19:16:54] <tterrag> lol
L2364[19:16:59] <tterrag> this is
1.7
L2365[19:17:06] <tterrag> though it
really doesn't matter, entities didn't change all that much
L2366[19:17:13] <fry> I must've been
thinking about rabiits :P
L2367[19:17:18] <williewillus> they
havent much at all really
L2368[19:17:22] <unascribed> except for
threading the AI for no purpose whatsoever..
L2369[19:17:23] <tterrag> rabbits and
horses are basically the same
L2370[19:17:24] <tterrag> so I
understand
L2371[19:17:27] <williewillus> was
datawatcher always a thing?
L2372[19:17:28] <fry> surprizingly,
entities didn't change much in 1.9 either :P
L2373[19:17:30] <williewillus>
unascribed: AI is not threaded
L2374[19:17:33] <Unh0ly_Tigg> I'm curious
to what the nickname for the 1.9 release is going to be.
L2375[19:17:33] <killjoy> 1.9 is the nerf
update
L2376[19:17:37] <williewillus> it has a
"task system"
L2377[19:17:41] <unascribed> oh, was that
just something they tried in the snapshots and reverted?
L2378[19:17:42] <williewillus> but it's
definitely not threaded
L2379[19:17:59] <unascribed> I thought
the super floaty gravity was due to the threading
L2380[19:18:05] <williewillus> nah thats
a stupid change
L2381[19:18:10] <williewillus> knockback
only applies serverside
L2382[19:18:13] <williewillus> :P
L2383[19:18:25] <tterrag> what the hell
really?
L2384[19:18:28] <unascribed> is there a
non-Meddle version of the floatiness fix patch?
L2385[19:18:36] <williewillus> yes that's
all that meddle patch fixes
L2386[19:18:38] <tterrag> why...
L2387[19:18:39] <williewillus> is it
removes the remote check
L2388[19:18:53] <unascribed> ....yes, and
I asked if there's a non-Meddle version
L2389[19:18:54] <tterrag> EVERYWHERE else
movement is applied clientside
L2390[19:18:57] <unascribed> so I can
actually, y'know, use it
L2391[19:19:00] <tterrag> why change
it?
L2392[19:19:04] <williewillus> no
idea
L2394[19:20:24]
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L2395[19:21:08] <williewillus> but hey
other people noticed the floaty, usually I'm the only one who ever
notices giant glaring aesthetic bugs ;)
L2396[19:21:25] <williewillus> like the
XP orbs just NOT SHOWING UP from 1.5 to 1.8.3 :P
L2397[19:22:01] <unascribed> I still need
to make a "small tweaks" mod
L2398[19:22:17] <williewillus> or chat
opacity being broken all of 1.7
L2399[19:22:28] <williewillus> or
<insret a million other aesthetic bugs>
L2400[19:22:29] <unascribed> featuring:
unfloaty knockback, attackedAtYaw syncing, stairs in the corners of
villager houses, and more gamerules
L2401[19:22:37] <killjoy> I haven't
noticed because I don't use vanilla chat
L2402[19:22:39] <williewillus>
attackedAtYaw syncing yes PLEASE
L2403[19:22:46] <williewillus> I reported
that on the mojang tracker :P
L2404[19:22:53] <williewillus> it bothers
me like hell and no one remembers it from 1.2
L2405[19:22:56] <unascribed> most
important bug of 2016
L2406[19:23:06] <Unh0ly_Tigg> killjoy,
probably has preset frames for the mouth, and simple controls for
the eye area. that could be mapped to a physical controller.
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L2408[19:23:11] <unascribed> my main
problem I've been having though
L2409[19:23:15] <unascribed> is what do
you call a mod like that
L2410[19:23:19] <tterrag> YEP
L2411[19:23:24] <tterrag> works fine with
just EIO/EC
L2412[19:23:24] <williewillus> I did
theose sort of things
L2413[19:23:24] <killjoy> Unh0ly_Tigg, I
was making a simpsons reference
L2414[19:23:30] <williewillus> called it
"BugfixMod"
L2415[19:23:30] <tterrag> I guarantee
it's skyboy's nonsense
L2416[19:23:31] <williewillus> lol
L2417[19:23:37] <unascribed> but it's not
just bugfixes
L2418[19:23:39] <unascribed> it's also
tweaks
L2419[19:23:42] <unascribed> and more
gamerules
L2420[19:23:49] <williewillus>
?shrugs
L2421[19:23:51] <Unh0ly_Tigg> Mo' Fixes
/s
L2422[19:23:55] <unascribed> 79% more
gamerule per gamerule
L2423[19:24:03] <unascribed> mainly
doDownfall
L2424[19:24:13] <williewillus> how is
that not a gamerule to be honest
L2425[19:24:17] <unascribed>
¯\_(ツ)_/¯
L2426[19:24:29] <williewillus> the left
arm always shows up weird for me lol
L2427[19:24:34] <unascribed>
¯\_(ツ)_/¯
L2428[19:24:36] <williewillus> looks like
a yen symbol
L2429[19:24:44] <unascribed> ¥
L2430[19:24:51] <williewillus> \
L2431[19:24:56] <unascribed> oh
L2432[19:24:58] <unascribed> you mean
that bug
L2433[19:25:05] <unascribed> like your
backslash is literally a yen sign
L2435[19:25:15] <unascribed> yep
L2436[19:25:21] <unascribed> let me
guess
L2437[19:25:21]
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L2438[19:25:25] <williewillus> but my
backslash worked?
L2439[19:25:27] <williewillus>
hexchat
L2440[19:25:29] <williewillus>
linux
L2441[19:25:33] <unascribed> wait
L2442[19:25:36] <unascribed> your
backslash worked
L2443[19:25:37] <unascribed> ????
L2444[19:25:40] <unascribed> I have no
idea
L2445[19:25:46] <Unh0ly_Tigg> encoding
fail lol
L2446[19:26:00] <unascribed> I have a
friend who has a problem where literally all of his backslashes are
yen signs
L2447[19:26:07] <unascribed> because he
installed Touhou once and it changed his encoding settings
L2448[19:26:20] <williewillus> you don't
"install: touhou 0.o
L2449[19:26:23] <williewillus>
*"
L2450[19:26:26] <unascribed> you get my
point
L2451[19:26:32] <williewillus> and it
doesn't change your encoding
L2452[19:26:35] <fry> in what world do
you not have ascii compatible mapping?
L2453[19:26:35] <williewillus> 0.o
L2454[19:26:43] <unascribed> he changed
it himself or something so he could see dialog boxes
L2455[19:26:47] <unascribed> and then it
didn't change back
L2456[19:26:47] <unascribed> idk
L2457[19:26:49] <williewillus> oh
lol
L2458[19:26:57] <unascribed> either
way
L2459[19:27:03] <williewillus> over the
course of playing the games Ive memorized which box means what
lol
L2460[19:27:04] <unascribed> you're both
on linux and didn't install a japanese game at one point
L2461[19:27:06] <unascribed> so I have no
idea
L2462[19:27:14] <unascribed> well
L2463[19:27:22] <unascribed> the second
clause isn't neccessarily true
L2464[19:27:36] <unascribed> but Linux
doesn't tend to have weird encoding issues like that because
everything is UTF-8
L2465[19:28:12]
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L2466[19:28:23] <williewillus> idk
:P
L2467[19:28:32] <williewillus> maybe I
didn't generate all the locales I needed if that matters
L2468[19:28:33] <fry> everything is $LANG
:P
L2469[19:28:38] <fry> yup yup
L2470[19:28:45] <unascribed> yes and
$LANG is usually en_US.utf-8 or something like that
L2471[19:28:52] <fry> you only need utf8
locale though, yes :P
L2472[19:29:06]
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L2473[19:29:08] <williewillus> yeah my
lang is utf8 enUS
L2475[19:29:19] <unascribed> wait
what
L2476[19:29:21] <unascribed> why no
upload
L2477[19:29:30] <unascribed> grr
L2478[19:29:31] <williewillus> shows up
right in chromium
L2479[19:29:37]
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L2480[19:29:40] <williewillus> also shows
in subl3
L2481[19:29:44]
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L2483[19:30:35] <unascribed> there
L2484[19:32:57]
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L2485[19:33:05] <unascribed> I blame
GTK+
L2486[19:37:09] <williewillus> but
sublime uses gtk afik
L2487[19:37:49] <williewillus> shows fine
in evince (gtk)
L2488[19:37:54] <williewillus> might just
be hexchat
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L2492[19:59:42] <VikeStep> using TFS for
the first time. kinda neat
L2493[19:59:52] <VikeStep> shelving is
cool
L2494[19:59:55] <FusionLord> what is
tfs?
L2495[20:00:00] <VikeStep> team
foundation server
L2496[20:00:04] <FusionLord> ahh
L2497[20:00:14] <VikeStep> microsoft's
version control
L2498[20:01:00]
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L2500[20:06:58] <killjoy> team four
star
L2502[20:10:37] <Delenas> I see a bear's
head. o.o
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L2506[20:11:52] <Delenas> Also, the
IItemHandler stuff- do you still have to call markDirty ?
L2507[20:12:46] <tterrag> if you want
your TE to save
L2508[20:12:47] <tterrag> yes
L2509[20:13:30] <Delenas> Okay, didn't
see it in the pull
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L2522[20:41:54] <infinitefoxes_>
sigh
L2523[20:42:03] <infinitefoxes_>
obnoxious that 1.9 is coming around the corner
L2524[20:42:11] <infinitefoxes_> and we
haven't even gotten our 1.8 rewrite to a playable staet
L2525[20:42:13] <infinitefoxes_>
state*
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L2528[20:45:15] <tterrag> meh
L2529[20:45:21] <tterrag> it's going to
be not so bad hopefully
L2530[20:45:27] <tterrag> means you can
be one of the first on 1.9 :P
L2531[20:45:53] <Drullkus>
infinitefoxes_: Same thing happened to 1.8 :P
L2532[20:46:22] <fry|sleep> 1.9 really
isn't that bad
L2533[20:46:34] <infinitefoxes_> does
someone have a brief overview of what 1.9's changed?
L2534[20:46:38] <fry|sleep> barely
anything changed much :P
L2535[20:47:29] <Drullkus> Compared to
1.8 yeah
L2536[20:47:35]
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L2537[20:47:37] <Drullkus> except for
more dynamic blockstate systems
L2538[20:48:12] <fry|sleep> which is not
that different from what forge does in 1.8 anyway :P
L2539[20:48:49]
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L2543[20:52:54] <shadekiller666> except
1.9's vanilla blockstates are more strict
L2544[20:53:22] <FusionLord> if a
variable is change how can one write the new value to the
configuration file, it has not been changed in the Config
gui...
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L2546[20:56:35] <Delenas> IItemHandler's
insert and extract methods- what side are those called on?
Server?
L2547[21:00:20] <tterrag> FusionLord:
call .save() ?
L2548[21:00:59] <FusionLord> but there
isn't a set in the Configuration class
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L2550[21:02:43] <tterrag> FusionLord: get
the Property object then setValue
L2551[21:03:25]
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L2553[21:07:40] <FusionLord> ahh thanks
tterrag
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L2557[21:21:54] <killjoy> I have a
faildozer cpu. Suggestions?
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L2562[21:27:16] <FusionLord> killjoy, is
that a AMD Bulldozer CPU?
L2563[21:27:21] <killjoy> yes
L2564[21:27:24] <killjoy> fx-8100
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L2566[21:27:47] <killjoy> I'm thinking
about an i7-6790
L2567[21:29:52]
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L2569[21:30:01] <FusionLord> I have the
4790
L2570[21:30:34] <Arctic_Wolfy> Are there
any events fired when armor breaks?
L2571[21:30:40]
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L2572[21:30:41] <FusionLord> if an event
is uncanelable, event.setResult(Event.Result.DENY); should work
right?
L2574[21:31:49] <FusionLord> that
Critical Review doe
L2575[21:32:04] <killjoy> ino
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L2577[21:34:09] <Arctic_Wolfy> Does any
one know? Or does it simply break w/o an event fired?
L2578[21:37:49] <killjoy> Didn't someone
pr that recently?
L2579[21:39:00] <Arctic_Wolfy> Hmm?
L2580[21:39:24] <Arctic_Wolfy> Talking
about me?
L2581[21:39:32] <FusionLord> yes
L2582[21:39:51] <Arctic_Wolfy> Well, I
just asked it.
L2583[21:40:30] <FusionLord> right
killjoy was asking if someone requested for that event to be
added
L2584[21:41:00] <Arctic_Wolfy> Oh? For
armor break?
L2585[21:41:18] <FusionLord> ....
yes
L2586[21:41:29] <Arctic_Wolfy> Okay, I
just got on.
L2588[21:42:22] <VikeStep> that is what
you are thinking of killjoy I think
L2589[21:42:31] <killjoy> yeah
L2590[21:42:59] <VikeStep> it never made
it in
L2591[21:43:50] <Arctic_Wolfy> Well that
sucks.
L2592[21:44:07] <VikeStep> you could
check an event for when a player takes damage
L2593[21:44:16] <VikeStep> and calculate
if it will break
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L2595[21:45:34] <Arctic_Wolfy> Hmm. Would
be hard since I'm damaging the armor in onArmorTick if some
enviromental conditions are met.
L2596[21:46:06] <VikeStep> why do you
need to know if their armor broke? (there may be an alternative
solution)
L2597[21:46:46] <killjoy> such as if
you're in a biome?
L2598[21:46:55] <killjoy> rust if
underwater?
L2599[21:47:02] <killjoy> stuff like
that?
L2600[21:47:09] <VikeStep> you can always
use a tick event
L2601[21:47:13] <VikeStep> if all else
fails
L2602[21:47:14] <Arctic_Wolfy> I want
there to be a small chance for some of the material to be gotten
back.
L2603[21:47:56] <Arctic_Wolfy> The
material cannot rust as it is not metal, but it does take damage
from water.
L2604[21:47:57] <FusionLord>
Arctic_Wolfy, suchs as unbreaking?
L2605[21:48:14] <FusionLord> or auto
repair?
L2606[21:49:14] <Arctic_Wolfy> No, such
as it takes 216 sheets of paper to make a full set, and have a few
sheets "fly off" when it breaks.
L2607[21:50:16] <FusionLord> so when it
breaks some of the paper is added to thhe players inventory?
L2608[21:50:23] <Arctic_Wolfy> Ya.
L2609[21:51:02] <FusionLord> only thing I
could thing of is the PlayerTickEvent
L2610[21:51:14] <FusionLord> think*
L2611[21:51:18] <Arctic_Wolfy>
Hmm...
L2612[21:51:50] <Arctic_Wolfy> Or... when
does armor break? When duriblilty is 0?
L2613[21:52:07] <acidjazz> and its
on
L2614[21:52:38] <Arctic_Wolfy> I think
onArmorTick triggers when it's on.
L2615[21:52:39] <FusionLord> i don't know
that it gets to 0, it may just be destroyed
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L2617[21:53:08] <Arctic_Wolfy>
Hmm...
L2618[22:04:00]
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L2621[22:06:43] <Arctic_Wolfy> Okay,
items do not break AT 0, but past 0.
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L2623[22:09:38] <VikeStep> Arctic_Wolfy,
how are you damaging the armor in onArmorTick?
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L2625[22:09:44] <VikeStep> aka, what
method do you call to damage it
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L2627[22:10:39] <Arctic_Wolfy>
attemptDamageItem, b/c it returns a boolean.
L2628[22:10:53] <VikeStep> and inside
attemptDamageItem, are there any events?
L2629[22:11:05] <Arctic_Wolfy> I
dunno.
L2630[22:11:20] <VikeStep> have a look
(I'm don't have my dev env open)
L2631[22:12:13] <Arctic_Wolfy> Doesn't
look like it, but it goes all over the place with a few other
calls.
L2632[22:12:23] <VikeStep> yeah, just
look deeper haha
L2633[22:12:43] <VikeStep> find the
closest event you can to the armor taking damage, and maybe you can
predict if it will be destroyed from it
L2634[22:12:55] <VikeStep> I'm assuming
at some point, the same method is called when the player takes
damage with armour on
L2635[22:13:06] <Arctic_Wolfy>
Okay.
L2636[22:13:45] <Arctic_Wolfy> There is a
call that goes through the Item class.
L2637[22:13:54] <VikeStep> btw, you may
run into an issue with the fact that attemptDamageItem may be
called for other situations
L2638[22:13:58] <VikeStep> not related to
player armour
L2639[22:14:13] <killjoy> Should I switch
from dvi to dp?
L2640[22:14:15] <killjoy>
(displayport)
L2641[22:14:19]
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L2642[22:14:47] <shadekiller666> killjoy,
they do the same thing
L2643[22:14:52] <Arctic_Wolfy> But for my
item, if it calls a method in the item class, I could hook into
that.
L2644[22:15:07] <killjoy> I read that you
can daisy-chain displayport
L2645[22:15:32] <Arctic_Wolfy> Any gotta
go.
L2646[22:15:36]
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L2647[22:15:40] <shadekiller666> why
would you want to
L2648[22:15:56] <shadekiller666> and
can't you do that with dvi?
L2649[22:16:12] <killjoy> idk. i'm
researching
L2650[22:16:36] <killjoy> Isn't the max
res for dvi 4k?
L2651[22:17:21] <shadekiller666> afaik,
the only difference between dvi and dp is that dp sends data in
packets, where dvi is a constant signal
L2652[22:17:48] <killjoy> I hear soon
that dp will support 8k
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L2656[22:19:22] <shadekiller666> thats
great, gl finding a graphics card that can render in 8k
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L2659[22:20:31] <killjoy> Anyway, i was
considering it because all the gpus I've been looking at have
3xdisplayport
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L2662[22:22:13] <shadekiller666> mine has
1 hdmi, 2 mini dp, and 1 dvi
L2663[22:22:24] <shadekiller666> i'm
using the hdmi and dvi
L2664[22:23:10] <shadekiller666> was
using one of the dp and the dvi with a mini-dp->dvi converter
(neither monitor has a dp port)
L2665[22:23:20] <killjoy> displayport
port
L2666[22:23:29] <killjoy> I wonder if
that term is intentional
L2667[22:24:24] <shadekiller666> one
strange thing with that particular setup (the dp->dvi) was that
my "main" monitor (the one using the converter) had to be
set as display 2
L2668[22:24:30] <shadekiller666> don't
know why
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L2688[23:05:44] <Matthew> Lex, the
adfocus installer download is pointing to the
installer-win.exe
L2689[23:05:50] <Matthew> direct link is
fine
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L2694[23:11:58] <McJty> Hmm why is
gradlew build suddenly failing to apply the forge plugin...
L2695[23:12:47] <McJty>
java.io.IOException: Premature EOF
L2696[23:12:49] <McJty> What is
that?
L2697[23:13:17] <Matthew> McJty,
stacktrace?
L2699[23:13:45] <McJty> It did build
though
L2700[23:14:09] <McJty> The first two
times I tried I got another error
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L2702[23:15:52] <McJty> And now it
appears ok
L2704[23:16:29] <Matthew> looks fine to
me though
L2705[23:16:36] <McJty> Probably a
temporary issue
L2706[23:17:02]
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L2707[23:17:22] <Matthew> google says its
caused by a server error
L2708[23:17:24] *
Matthew pokes bspkrs
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L2711[23:20:22] <Fendirain> Stupid BOP
Sacred Trees breaking my stuff. >.>
L2712[23:21:10] <Fendirain> My code, as
is, Can't handle the amount of blocks they have.
L2713[23:21:52] <Fendirain> (Getting
StackOverflowError)
L2714[23:22:11] <killjoy> Why am I doing
this? I found an entire build as a bundle so I added it to my
cart.
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L2721[23:30:01] <tterrag> what is a
FullBlock?
L2722[23:30:31] <tterrag> you seem to
unnecessarily using a wrapper when IBlockState will do fine
L2723[23:30:45] <Arctic_Wolfy> So who
else was here when I was talking about the balance of my mod I'm
creating?
L2724[23:30:49] <Fendirain> A class I
made to have a Block, BlockPos, and Meta in the same object (Some
other things)
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L2726[23:31:13] <tterrag> why not store
the IBlockState
L2727[23:31:15] <tterrag> don't convert
to meta
L2728[23:31:18] <tterrag> that's the
point of blockstates
L2729[23:31:20] <Fendirain> I made it in
1.7.10, So I must of not noticed.
L2730[23:31:59] <McJty> There are few
spots where you actually need the meta still
L2731[23:32:08] <McJty> You should
*almost* always use properties
L2732[23:32:10] <tterrag> in that vein,
why store the block at all?
L2733[23:32:16] <tterrag> BlockPos is
probably sufficient, no?
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L2735[23:32:45] <Fendirain> Just didn't
want to poll the world whenever I needed to check if it was the
correct block.
L2736[23:33:15] <tterrag> polling the
world is O(1). if you want to cache it use a map, but that's really
no more efficient
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L2740[23:37:20] <Fendirain> I also store
the Block as to compare in the future in case the block is changed
/ removed since the Set was populated, But I could use IBlockState
for that. .
L2741[23:38:31] <tterrag> yes
L2742[23:38:32] <tterrag> and
should
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L2745[23:44:26] <Arctic_Wolfy> Is there
any way to change the item in an itemstack?
L2746[23:45:47] <killjoy> Arctic_Wolfy,
remove the itemstack, create new itemstack
L2747[23:46:55] <Arctic_Wolfy> killjoy,
whet if I don't have any easy way to access the inventory?
L2748[23:47:12] <killjoy> you're chaning
the item on use?
L2749[23:47:16] <tterrag> you shouldn't
be screwing with an inventory you can't access
L2750[23:47:44] <killjoy> buckets of
things do that
L2751[23:47:48] <tterrag> IInventory
expects you to use ITS methods to change things
L2752[23:47:52] <tterrag> don't modify
stacks in place
L2753[23:47:57] <Arctic_Wolfy> I want to
make it so that my armor breaks into paper.
L2754[23:48:05] <tterrag> killjoy: no not
really. hoppers do and it's extremely annoying
L2755[23:48:35] <killjoy> TiC tool
breaks
L2756[23:48:43] <killjoy> that uses
different items, right?
L2757[23:49:00] <tterrag> uhh probably
not
L2758[23:49:14] <tterrag> I'm not sure
how you want it to work. the armor is in an armor slot, where paper
can't go
L2759[23:49:23] <tterrag> or,
shouldn't
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L2761[23:49:57] <Arctic_Wolfy> You can
force any item into any slot, I knot that, even in vanilla.
L2762[23:50:03] <tterrag> yes, you
can
L2763[23:50:06] <tterrag> but should you?
no
L2764[23:50:12] <tterrag> those slots
define isItemValidForSlot for a REASON
L2765[23:50:22] <tterrag> in this case
it's fine, but in general it could have unintended
consequences
L2766[23:51:22] <Arctic_Wolfy> I want to
just give it to the player some how. Tried doing onArmorTick, but
it interfers with other things.
L2767[23:56:13] <VikeStep> you could drop
it
L2768[23:56:16] <VikeStep> on the
ground
L2769[23:56:38] <Arctic_Wolfy> Ya...
but... I'd need a location...
L2770[23:56:59] <VikeStep> don't you have
a reference to a player?
L2771[23:57:41] <Arctic_Wolfy> In
onArmorTick yes, but like I said, that interferrs with other
things.
L2772[23:57:51] <VikeStep> what other
things?
L2773[23:58:30] <Arctic_Wolfy> My
enviromental damage, I want to drop be dependent on how it
breaks.
L2774[23:59:00] <VikeStep> how does that
prevent you from getting the location?
L2775[23:59:49] <Arctic_Wolfy> It
prevents if from droping the other stuff.